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Interactive Systems Design & Evaluation. : John T Burns e-mail jtb@dmu.ac.uk Mandatory Text User Interface design and Evaluation Debbie Stone et al Morgan Kaufman 2005 Recommended Text : Interaction Design Beyond HCI Preece Rodgers et al 2 nd Ed 2007
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Interactive Systems Design & Evaluation : John T Burns • e-mail jtb@dmu.ac.uk Mandatory Text User Interface design and Evaluation Debbie Stone et al Morgan Kaufman 2005 Recommended Text : Interaction Design Beyond HCI Preece Rodgers et al 2nd Ed 2007 User Centred Wed Design, McCracken & Wolfe Pearson Prentice Hall, 2004 Human Computer Interaction Smith – Atakan Pub Thomson 2006 ISDE J T Burns September2011
Objectives of this Lecture • To outline what we mean by ISDE • To define HCI • To demonstrate the need for ISDE • To indicate the scope of ISDE • To consider some general principles of HCI design ISDE J T Burns September2011
What is ISDE about? • Interactive systems are designed to enable communication between the system and the user • This takes place via the systems ‘user interface’ • ISDE is concerned with:- • Designing interactive systems to support human activities • Applying usability engineering techniques to evaluate the effectiveness and appropriateness of the design ISDE J T Burns September2011
Goals of interaction design • Develop usable products • Usability means easy to learn, effective to use and provide an enjoyable experience • Involve users in the design process ISDE J T Burns September2011
Some Interactive Devices ISDE J T Burns September2011
Some definitions – From HCI - ID • Human-Computer Interaction • a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of the major phenomena surrounding them • Interaction design • The design of spaces for human communication and interaction • User Interface • any boundary between the human user and the computer system (includes documentation and training material) • not restricted to screens, keyboards and mice ISDE J T Burns September2011
What is HCI • HCI is concerned about :- • Finding out how people use computers • Trying to ensure that systems are designed to closely match users’ needs • Ensuring that users can make sense of the information that is presented to them • Ensuring that the user can communicate/interact with the system • This is not always the case!! ISDE J T Burns September2011
Getting it wrong! • Some examples of bad design • The Dishwasher • The Vending Machine • The ATM ISDE J T Burns September2011
The dishwasher What is wrong with this display message? Error2 ISDE J T Burns September2011
Why is this vending machine so bad? • Need to push buttonfirst to activate reader • Normally insert bill first before making selection • Contravenes well known convention From: www.baddesigns.com ISDE J T Burns September2011
ATM ISDE J T Burns September2011
Getting it right! • These illustrate 3 key factors that the designer needs to focus on • The user • The task • The environment • Next slide shows other factors ISDE J T Burns September2011
Organisational Factors Environmental Factors Health and Safety Factors Comfort Factors The User User Interface Task Factors Constraints System Functionality Productivity Factors ISDE J T Burns September2011
What is involved in the process of interaction design • Identify needs and establish requirements • Develop alternative designs • Build interactive prototypes that can be communicated and assessed • Evaluate what is being built throughout the process ISDE J T Burns September2011
Core characteristics of interaction design • users should be involved through the development of the project • specific usability and user experience goals need to be identified, clearly documented and agreed at the beginning of the project • iteration is needed through the core activities ISDE J T Burns September2011
Introduction to ISDE – Part 2 • Objectives • To outline general design principles • Justifying the need for good design • To identify features of good design • To consider design implications ISDE J T Burns September2011
Design principles • Wide range of design principles- guidelines or heuristics • Provide list of 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 • Design is complex not simply ticking checklist! • Great skill is required ISDE J T Burns September2011
Design Goals • Interactive designers aim to achieve the following • Safe secure design • Utility • Effectiveness • Efficiency • Usability • Appeal • They also apply & use general design principles ISDE J T Burns September2011
Visibility • This is a control panel for an elevator. • How does it work? • Push a button for the floor you want? • Nothing happens. Push any other button? Still nothing. What do you need to do? It is not visible as to what to do! From: www.baddesigns.com ISDE J T Burns September2011
Visibility …you need to insert your room card in the slot by the buttons to get the elevator to work! How would you make this action more visible? • make the card reader more obvious • provide an auditory message, that says what to do (which language?) • provide a big label next to the card reader that flashes when someone enters • make relevant parts visible • make what has to be done obvious ISDE J T Burns September2011
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” ISDE J T Burns September2011
Constraints • Restricting the possible actions that can be performed • Helps prevent user from selecting incorrect options • Three main types (Norman, 1999) • physical • cultural • logical ISDE J T Burns September2011
Physical constraints • Refer to the way physical objects restrict the movement of things • E.g. only one way you can insert a key into a lock • How many ways can you insert a CD or DVD disk into a computer? • How physically constraining is this action? • How does it differ from the insertion of a floppy disk into a computer? • Often used where safety is an issue – examples? ISDE J T Burns September2011
Logical constraints • Exploits people’s everyday common sense reasoning about the way the world works • An example is the logical relationship between physical layout of a device and the way it works as the next slide illustrates ISDE J T Burns September2011
Logical or ambiguous design? • Where do you plug the mouse? • Where do you plug the keyboard? • top or bottom connector? • Do the color coded icons help? From: www.baddesigns.com ISDE J T Burns September2011
How to design them more logically (i) A provides direct adjacent mapping between icon and connector (ii) B provides color coding to associate the connectors with the labels From: www.baddesigns.com ISDE J T Burns September2011
Cultural constraints • Learned arbitrary conventions like red triangles for warning • Can be universal or culturally specific ISDE J T Burns September2011
Universal • Can you think of some icons for the following • Restaurants • Banks • Garage/Services ISDE J T Burns September2011
Mapping • Relationship between controls and their movements and the results in the world • Why is this a poor mapping of control buttons? ISDE J T Burns September2011
Mapping • Why is this a better mapping? • The control buttons are mapped better onto the sequence of actions of fast rewind, rewind, play and fast forward ISDE J T Burns September2011
Activity on mappings • Which controls go with which rings (burners)? A B C D ISDE J T Burns September2011
Why is this a better design? ISDE J T Burns September2011
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 ISDE J T Burns September2011
When consistency breaks down • What happens if there is more than one command starting with the same letter? • e.g. save, spelling, select, style • Have to find other initials or combinations of keys, thereby breaking the consistency rule • E.g. ctrl+S, ctrl+Sp, ctrl+shift+L • Increases learning burden on user, making them more prone to errors ISDE J T Burns September2011
Internal and external consistency • Internal consistency refers to designing operations to behave the same within an application • Difficult to achieve with complex interfaces • External consistency refers to designing operations, interfaces, etc., to be the same across applications and devices • Very rarely the case, based on different designer’s preference ISDE J T Burns September2011
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 ISDE J T Burns September2011
Affordances: to give a clue • Refers to an attribute of an object that allows people to know how to use it • E.g. a mouse button invites pushing, a door handle affords pulling • Norman (1988) used the term to discuss the design of everyday objects • Since has been much popularized in interaction design to discuss how to design interface objects • E.g. scrollbars to afford moving up and down, icons to afford clicking on ISDE J T Burns September2011
What does ‘affordance’ have to offer interaction design? • Interfaces are virtual and do not have affordances like physical objects • Norman argues it does not make sense to talk about interfaces in terms of ‘real’ affordances • Instead interfaces are better conceptualised as ‘perceived’ affordances • Learned conventions of arbitrary mappings between action and effect at the interface • Some mappings are better than others ISDE J T Burns September2011
Justifying HCI • Poor interface design can lead to • Increased errors • User frustration • Poor system performance • User rejection - particularly true for WWW ISDE J T Burns September2011
Justifying HCI • Good Interface design will provide • Fail-safe systems • Competitive advantages • Financial rewards • Increased efficiency • User satisfaction and enjoyment ISDE J T Burns September2011
What makes for a good interface? • A good interface will • Provide feedback • Provide easy reversal of actions (relieves anxiety) • Give users feeling that they are in control • Reduce reliance on STM ISDE J T Burns September2011
Think about a car... • how much knowledge about a car do you need to be able to drive it? • do the best designed cars give the driver the most information about the engine, suspension, etc? • good design of the interface to the car includes designing controls that are • obvious to use • behave in the way you expect • give fast feedback • are comfortable to use • hide unnecessary information from the user ISDE J T Burns September2011
Perspectives on design • users are often not interested in the program and use it only as a tool to achieve some task in their work • give me £20 from my current account (ATM) • draw me a section of the valve called P1023 in a place I can define (CAD system) • manufacturers are aware of the importance of usability... • ... but often do not know how to design for usability and how to test or evaluate it effectively ISDE J T Burns September2011
Continued perspectives... • think ‘design first, implementation second’ • design the interface first for usability, only compromise in the design for ease of implementation later if necessary • think how the system and interface should support what the user wants to do, rather than what the system is capable of doing ISDE J T Burns September2011
Misconceptions about user interface design • a usable system has lots of functions • ‘I know it’s a bit hard to use but it’s all described in the Help system’ • ‘I know it works - I’ve got the people in the office (or on the course) to use it’ • I tested it and everything worked so I know the interface is good ISDE J T Burns September2011
User Centred Design • all systems need not be designed to suit everyone... • .... but should be designed around the needs and capabilities of those people who will use them usability - concerned with making systems easy to learn, easy to use and efficient to use ISDE J T Burns September2011
Implications for the design process • there must be an early focus on users and tasks • there must be a clear understanding of what particular usability attributes are important • to ensure usability targets can be met, there must be testing of prototypes of the design from an early stage in the process • results from prototype testing need to be used to modify the design and this is then retested - i.e. there are iterations in the design - test cycle • software tools are needed to support this process - to enable designs to be built and modified with little programming overhead ISDE J T Burns September2011
Design Methods • There is no single ‘golden’ design method that can ensure successful interactive design • Requires designer to gain an understanding of the problem and apply appropriate techniques • Fundamental to achieving success is the need to shift continually between two types of design activity ISDE J T Burns September2011
Design Activities • Analysis • During analysis we test the design to ensure it is meeting our targets for usability and quality • Synthesis • Here we shape the design drawing on fresh ideas, previous experience and solutions to similar problems ISDE J T Burns September2011