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Principles of HCI Design

Principles of HCI Design. CS774 Human-Computer Interaction Spring 2004. HCI Design Principles. Design involves choices Big choices - primary interaction styles Little choices - button label, color, position HCI design is art, not science No algorithm to make choices for you

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Principles of HCI Design

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  1. Principles of HCI Design CS774 Human-Computer Interaction Spring 2004

  2. HCI Design Principles • Design involves choices • Big choices - primary interaction styles • Little choices - button label, color, position • HCI design is art, not science • No algorithm to make choices for you • Principles help make choices • Heuristics -- rule of thumb, wise guess • etymology:from Greek heuriskein to discover, to find CS774 HCI Spring 2004

  3. Proliferation of Principles • Shneiderman - 3 principles, 8 golden rules • Norman - 7 principles • Borenstein - 10 commandments • Mandel - 3 golden rules • Johnson (GUI Bloopers) - 9 principles, 82 bloopers and rules to prevent them • How to learn what everyone has to say? CS774 HCI Spring 2004

  4. What have we learned so far? • Knowledge in the world • Books, notes, bookmarks - organize the world • Magic number 7 • Keep the number in mind small • Learn • Accommodate/assimilate/habituate • Mnemonics • Use patterns, mental images, to organize your mind CS774 HCI Spring 2004

  5. Principles vs. Guidelines • General Principles • Applicable to many interface systems • Big and small designs • Verified by research experience • Widget Guidelines • Designed for specific GUI systems • Gives grammar and vocabulary for interface • Mostly for smaller decisions • Apple, Windows, Java guidelines CS774 HCI Spring 2004

  6. Process vs. Usability • Process principles • Such as make prototypes, involve user, etc. • Focuses on what you do • Usability principles • Such as provide feedback, be consistent, etc. • Focuses on what you create • Good for evaluation of interface CS774 HCI Spring 2004

  7. Chapter 2 Principles • Principle 1: Recognize the diversity • Characterize users, tasks and interaction styles • Foreshadows rest of book - will get back to • Principle 2: Use the Eight Golden Rules • Will do now • Principle 3: Prevent Errors • Your homework CS774 HCI Spring 2004

  8. 1. Strive for Consistency • Make the elements of your interface consistent. • What elements? • Consistent with what? CS774 HCI Spring 2004

  9. Consistency • With what? • Within your own program? • With other programs? • With the user’s experience in the world? • What elements? • Actions • Widgets • Data CS774 HCI Spring 2004

  10. 2. Enable shortcuts • Let the interface grow with the user • How? CS774 HCI Spring 2004

  11. Shortcut options • Keyboard short cuts • Toolbars • Re-configurable menus and toolbars • Alternative representations CS774 HCI Spring 2004

  12. A counter opinion • Jeff Raskin • One button mouse • Monotonous interfaces - only one way to do X • Multiple options can result from • Legacy options • Management indecision (oh, include them all) • Myth of beginner/expert users • Current GUIs mix of two inferior interfaces • Inefficient menu system + incomplete keyboard system CS774 HCI Spring 2004

  13. 3. Offer informative feedback • Let the user know what happened • How? CS774 HCI Spring 2004

  14. Feedback • Responsiveness • Do it quickly • If it’s going to be a while, tell the user • Use watch cursors, progress bars • When? What is a complete action to report on? • How? • Change appearance of object (WYSIWYG) • Dialog boxes • Status of interface (grey out menu items, highlight, etc) CS774 HCI Spring 2004

  15. 4. Design for closure • Let the user know the task is done • How? CS774 HCI Spring 2004

  16. Computers as Theatre • Brenda Laurel - started as game designer • Computer Screen as stage on which we enact scripts • Think of interface in terms of • Narrative flow - beginning, middle, end • Actors/Agents - who saved your file? Who gave you the error message? • Stage with actors carrying out an action CS774 HCI Spring 2004

  17. 5. Offer error prevention • Design the system to prevent errors • How? CS774 HCI Spring 2004

  18. Avoid errors - control input • Grey out inappropriate commands • Forcing functions • Control field input • No letters innumber field • Know causes/frequency CS774 HCI Spring 2004

  19. Responding to errors • Error messages should be in user’s language • Actions should be clear • Avoid guessing user intent • PL/I and parens • Do nothing (???) CS774 HCI Spring 2004

  20. 6. Permit easy reversal • Let the user undo actions • How and why? CS774 HCI Spring 2004

  21. Easy undos • Allow the user to feel safe • Less risk of damaging data • (Why is data ever damaged? Why not retain everything? Problem of the Mac trash can.) • Correct errors • Allow experimentation • How • Revert to saved, undo (how long? What is a single action?), automatic backup files CS774 HCI Spring 2004

  22. 7. Support internal locus of control • Keep the user in control • How? CS774 HCI Spring 2004

  23. User in control • Avoid modal dialogs (with Java threads!) • Avoid long guided sequences • Be permissive • Provide exits • Cancel, undo,interrupt, quit CS774 HCI Spring 2004

  24. 8. Reduce short-term memory load • Magic number 7+/-2 • How do we manage this? CS774 HCI Spring 2004

  25. Reducing memory load • Rely on recognition, not memory (see and point) • Provide cues (affordances, toolbars, menus) • Visual clarity (Greek temple, not strip mall) • Progressive disclosure (hide advanced stuff) CS774 HCI Spring 2004

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