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CSE452 Computer Graphics

CSE452 Computer Graphics. Lecture 15: User Interface. Purpose of UI. A dialogue between the user and the machine The key to productivity Provide usable, functional, safe, efficient systems for people Concentrate on user-centered design UI now much more important than features

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CSE452 Computer Graphics

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  1. CSE452 Computer Graphics Lecture 15: User Interface

  2. Purpose of UI • A dialogue between the user and the machine • The key to productivity • Provide usable, functional, safe, efficient systems for people • Concentrate on user-centered design • UI now much more important than features • 10% of features used 90% of time • In many modern programs, the user interface code constitutes the bulk of program, i.e., 70-80%

  3. We will talk about • History of computer UI • Hardware, and software • GUI design principles

  4. A Brief History of UI • 1963: Sketchpad (Ivan Sutherland) • First GUI (graphics user interface) • Buttons, keys, panning, zooming

  5. A Brief History of UI • 1968: NLS (Douglas Engelbart) • Mouse, tiled windows, video conferencing, email, hypertext • “Mother of all demos” (Dec. 9, 1968)

  6. A Brief History of UI • 1973: Alto (Xerox PARC) • The first personal work station • Raster display, Ethernet • WIMP GUI (window, icon, menu, pointing device) • WYSIWYG editor (Bravo, Gypsy)

  7. A Brief History of UI • 1984: Mac (Apple Computer) • First commercial graphics desktop computer • Overlapping windows (based on Xerox’s Star system) • Pulldown menus, icons, toolbars, file drag-and-drops.

  8. A Brief History of UI • 1985: Windows (Microsoft) • A Mac imitation with minor improvements

  9. Today’s GUI Ubuntu 9.10 Mac OS X Snow Leopard Windows 7

  10. Variations of GUI • WIMP • Zooming UI (2.5D) • 3D GUI • Mobile device UI • Web design • HTML, CGI, java, Flash • Photoshop, Illustrator • Game UI • Supporting UI screens • Heads-up display (HUD) The “Cube” plugin The HUD in Metroid Prime

  11. Today’s Input Devices • 2D Input devices • Joysticks • Pen-based devices • Tablet computers, PalmOS • Optical trackers • Touch screens

  12. Today’s Input Devices • 3D Input devices • Haptic devices • Provides force feedback • Gloves • Position, orientation, joint-angle • Markers for motion tracking • Acoustic, inertial, LED, magnetic, reflective • Records positions, angles, velocities, accelerations • Requires registration for accurate tracking

  13. Today’s Input Devices • 3D Input devices (low-cost) • Wii Remote (Nintendo) • Single-point, 3D location • Kinect (Microsoft) • 3D point cloud • Full body skeleton • Camera?

  14. Graphics UI Design • Key to success of failure of a program • Companies are getting picky about the UI design of their products • Good UI design is difficult • Harder than software engineering because it needs much more than software engineering skills

  15. Gestalt Laws of Perception • Rule of similarity • Similar appearance imply similar functions or contents • Rule of proximity • Objects close to each other imply similar functions or properties

  16. Usability • Look at the user’s productivity, not the computer’s • People cost a lot more than machines • Keep user informed • Speak and understand user’s language • Present and process information in a natural order • User control and freedom • Error-tolerant: exiting without extended dialogues, un-do and re-do • Error-prevention: warn before commit to action • Accelerators and documentation

  17. Further Readings • UI design • “First Principles of Interaction Design”http://www.asktog.com/basics/firstPrinciples.html • Web design • “Top mistakes in web design”, by Jakob Nielsen http://www.useit.com/alertbox/9605.html • Conferences • User Experience conference http://www.nngroup.com/events/ • Design for User eXperience http://www.dux2005.org/ • Internet User Experience http://www.internetuserexperience.biz/ • ACM Symposium on User Interface Software and Technology http://www.acm.org/uist/uist2006/

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