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Multimedia in Organisations

Multimedia in Organisations. BUSS 213. Lecture 7 Designing Multimedia Interfaces. Notices (1) General.

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Multimedia in Organisations

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  1. Multimedia in Organisations BUSS 213 Lecture 7 Designing Multimedia Interfaces

  2. Notices (1)General • Reminder that you are required to inform me prior to the Lecture Week 7 by email of your selected topic- when composing the email to me please use exactly the following subject name of A2-213-01 • BUSS213websitewhere you can find out the latest Notices and get Lecture Notes, Tutorial Sheets, Assignments etc is: www.uow.edu.au/~rclarke/buss213/buss213.htm • this week tutorial sheet is available on this site for use in the laboratory (open up WORD or simply print it out)

  3. Notices (2)Consultation Times & Marking Progress • Due to circumstances beyond my control I was not available on campus for Consultation on Thursday afternoon- consequently for this coming week only I will make a consultation time on Monday 14:30-16:30 • For the same reason I have not completed Assignment 1 marking, but these assignments will be ready on Monday afternoon- my apologies for the delay and any inconvenience caused

  4. Readings • Vaughan, T. (1998) Multimedia Making it Work 4th Edition, Osborne: McGraw-Hill • Chapter 7: Making Instant Multimedia pp. 123-144 • Chapter 8: Multimedia Authoring Tools pp. 147-176

  5. Agenda (1) • in previous lectures we started to build an understanding of different types of media (Lectures 3, 4, and 5) • in Lecture 6 last week we used this knowledge to identify what makes new forms of media different from traditional ones- the difference is that these forms of media are under the influence of computation • we demonstrated that this was true by taking the ‘simplest’ form of media (text) and demonstrating the work done in dimensional typography which uses computation to processes text in unusual ways- layering it into information spaces, or converting static letterforms to dynamic objects

  6. Agenda (2) • we are about to start another block of three lectures which concentrate on what we build out of these media- actual multimedia systems • the first of these lectures (this lecture) concerns the design of multimedia interfaces • next lecture we describe how to model multimedia applications, and • in a fortnight we describe Interaction and Interactivity, and its relationships to Usability of the interface and Actability • collectively these concepts are integral parts of both multimedia interfaces and multimedia systems- so important that they require detailed discussion • ‘actability’ is a concept I have borrowed from outside human computer interaction (HCI) to talk about the appropriateness of the multimedia interfaces and systems within its organisational contexts

  7. Agenda (3) • there are several different meanings found in the computing literature for the term ‘interface’: • for example, in programming the INTERFACE part of a module is that which specifies precisely its inputs and outputs- the part that is visible to other modules- as distinct from its IMPLEMENTATION part which is hidden • we are not talking about this kind of interface • in this lecture we describe the importance of the user interface in any application • despite the fact that we are surrounded by user interfaces, remarkably little is known about how to build them • most of use spend our time consulting user interface guidelines so that our interface design looks like other programs which support a particular metaphor on a given platform

  8. Agenda (4) • many people equate the user interface with the ‘screen’ where ‘interface’ is interpreted to mean a single unit that can be analysed, designed and implemented in order to provide a bundle of functionality • this is in part true but it is only a technical view of the interface, we have to consider the other aspect of user interfaces without which this technical definition has no meaning • interfaces should support user communities and specific kinds of communication- this is a social process view of the interfaces • any user interface whether it is part of a multimedia system or not must share both of these aspects-it is a technical artifact that (should) support social processes in organisation

  9. Agenda (5) • we describe the types of guidelines that are used to design interfaces especially GUI interfaces you see on PC/Mac systems • traditional user interfaces are distinct from multimedia interfaces- there purposes are often different • broadly we are critical of the theory informing traditional interfaces design and suggest other types of theory that are better suited to multimedia interface design • these concerns are addressed in the following sections: • User Interface Guidelines • Communicative Assumptions • User Interface Design Process • Multimedia Design as a Social Activity

  10. User Interface Guidelines

  11. The traditional user interface design the interface can be thought of as a layer that separates the user from the application in designing organisational multimedia interfaces we know that this idea is too limiting and based on false assumptions about the relationship between the user, the machine and the organisation Multimedia Interface

  12. User Interface Guidelines • Classical user interface design generally starts with a metaphor • Apples user interface design guidelines say “Use metaphors involving concrete, familiar ideas and make the metaphors plain, so that users have a set of expectations to apply to computer environments”

  13. User Interface GuidelinesApples Principles • Metaphors • Direct manipulation • WYSIWYG (What You See is What You Get) • User Control • Feedback and Dialogue • Forgiveness • Perceived Stability • Aesthetic Integrity • Modelessness • Knowledge of Your Audience • Accessibility

  14. User Interface GuidelinesApples Design Considerations (Internationalisation, Disability) • Worldwide Compatibility • Cultural Values • Region-dependent Resources • Language Differences • Text Display and Editing • Default Alignment of Interface Elements • Keyboards • Fonts • Universal Access • People with a Physical Visual Hearing, Speech or Language Disability or Seizure Disorder • Collaborative Computing (Groupwork & Password Access) • etc…

  15. User Interface GuidelinesApples GUI Design • the reality is that the number of widgets used in the interface is rather small • there are only a very few permitted ways that can be utilised and applied to an interface by a designer • the guidelines provide canonical uses for each of the major classes of widget- menus, windows, dialogue boxes, controls, icons, colours, behaviours, langauge

  16. User Interface Guidelines • the range of media which the classical user interface guidelines describe is limited - you will not find the IBM CUA or Apple Interface Guidelines specify anything about media types like QuickTime- nor of course can they possibly say anything about media that is yet to be developed • we have seen already in the previous lecture that new media types can be developed if we understand the nature of media

  17. User Interface Guidelines • there is certainly advice that classical user interface design guidelines can provide that is applicable to assisting the design of multimedia interfaces • for example you may encounter advice in a guideline like ‘be consistent in the behaviour shared between objects’... • ...yet you do not necessarily need a guideline to tell you about this it is commonsense to start from this in mind

  18. User Interface Guidelines • in fact of course user interface guidelines exist because of the need to codify common sense (which is of course decidely uncommon when it comes to interface design) • user interface guidelines are just set of elaborate conventions- outside the parameters of typical use (within the metaphor taht they desscribe ) GUI guidelines are entirely silent

  19. Models of a User Interface • the term ‘models’ used to refer to a descriptive representation of a person’s conceptual and operational understanding • some models are explicit, consciously designed (represented using diagrams or descriptions) • In traditional interface design three models are important for UI design: • users conceptual model • designers model • programmers model

  20. User Interface DesignIBM CUA Guidelines • describe the IBM CUA GUI Design Process (IBM 1991a, 77-128) - this is an example process only and IBM do not claim it as a GUI design methodology • nonetheless it contains elements recognisable in other methodologies- use it to: • identifying elements that are overly simplified or incorrect from a semiotic perspective • identify omissions and elisions from a semiotic perspective

  21. Communicative AssumptionsIBM CUA Guidelines • as with the workflow previously described there are communicative assumptions in IBM CUA GUI Design Process(IBM 1991a, 77-128) which need to be investigated • these assumptions involving the nature of computer mediated communication and human-computer interaction • they are common to many UI design methodologies and IBM’s design process is used as an example

  22. User Interface DesignCUA Guidelines: Goals & Design Principles • provide immediate feedback for each action • reduce the number of steps required to accomplish a task • provide full function with a small number of objects • increase a users control over a product • reduce the potential for exceptions • reduce the effect of exceptions • allow a user to use either a keyboard of the mouse to accompish a task • provide interaction techniques suited to the needs of novice users and expert users IBM (1991a, 78)

  23. Research & Planning 1. Gather Requirements 2. Learn about users and their tasks 3. Match Requirements to tasks Design 1. Objects 2. Views 3. menus 4. Windows Test Prototype User Interface Design WorkflowIBM CUA Iterative Design Process • Four basic steps in the • development process: • Researching & planning • Designing • Prototyping • testing

  24. WIMPs Interface

  25. Object-oriented Multimedia • we consider how to model different media types and there properties and operations using object-oriented programming • the resulting building blocks are referred to as classes which can then be directly included into programs or further extended • object-oriented approaches are a natural fit with multimedia systems- there are several reasons for this • here we consider the general characteristics of object-orientation- these are broadly applicable in other development contexts as well

  26.  ƒ ‚ WIMPs InterfaceHierarchical Menus (l) & Pop-up Menus (r)

  27. WIMPs InterfacePull-down Menus

  28. Assumptions in GUI Design

  29. Assumptions in GUI Design Theories of Users in IS • there are in built assumptions about people • its very important to understand what those assumption are, and how they predispose us to certain kind of decisions • very important... if we are wrong as a discipline, then: • we won’t be able to design high quality systems • we won’t understand why our systems fail or succeed

  30. Assumptions in GUI Design Theories of Users in IS • theories about people are sometimes referred to as ‘theories of subjectivity’ • subjectivity refers to both individuality and self-awareness • in Western culture and science the dominant theory of subjectivity is the ‘subject of psychology’ the individual! and not surprisingly this is dominant in the IS discipline as well • if we believe that people should be thought of as individuals, then this belief is called individualism

  31. Assumptions in GUI Design Individualism • the IS discipline has a theory of users based on individualism and it has a profound impact on the nature of interface design… • …if you don’t believe me, look at the Human Computer Interaction (HCI)literature in which you will find users often theorised as machines (computers)... • for example a dominant model of HCI is called the ‘Model Human Processor’ Card et al (1983) The Psychology of Human-Computer Interaction LEA Press 26-27 • it is a model of users based on the ‘subject of psychology’- the individual

  32. Visual Image Store Auditory Image Store ‘Model Human Processor’Card et al (1983) Long-Term Memory Working Memory Cognitive Processor Perceptual Processor Motor Processor

  33. Assumptions in GUI Design Model Human Processor • the user in this model is considered to be a set of processors and memories • the use of this model is to try to explain the behaviourof a worker when operating a user interface • the user is considered: • act so as to attain his goals through rational action, given the structure of the task and his inputs of information and bounded by limitations of his knowledge and processing ability • Behaviour -> Goals + Task + Operators + Inputs + Knowledge + Process-limits

  34. Assumptions in GUI Design Individualism • we can see that this is an extreme form of an familiar approach to modelling users and workers in organisations • it also fits with classical communication theory- the user is considered both as a ‘sender’ and ‘receiver’ • but it doesn’t enable us to think about organisations as social units • it doesn’t provide us with answers about how people learn, and under what conditions, it does not address meaning at all...

  35. Assumptions in GUI Design Alternatives • so dominant is the ‘individual’ in IS that it is difficult to think of alternatives to it • however, alternatives do exist and are useful for considering users during user interface design… • some alternatives include: • thinking of users in social and institutional spaces- using this as a point of departure for creating new user interface metaphors, or • thinking of the user interface use (and design) as a communicative process

  36. Alternative Metaphors 1:Institutional Spaces

  37. Institutional Space MetaphorsDefinition and Types • institutions like galleries, museums, exploratoria and campuses are commonly used as metaphors in multimedia interface designs • they can be useful but as with all metaphorical uses of space they can also be limiting • these metaphors share the characteristic of treating the user as an individual who moves through a socially constructed institutional spaces- a social individual rather than the individual constructed by traditional GUI design

  38. Institutional Space MetaphorsGallery Metaphor • utilises a fixed room geometry comprising static, reified two dimensional artifacts, excluding special cases such as mobiles and dynamic sculpture • action in this kind of space would be limited to the user moving between or interacting with single artifacts • the problem with this metaphor is that there is little to entice the user to interact with any artifact

  39. Institutional Space MetaphorsMuseum Metaphor • similarly utilises a fixed geometry of rooms comprising mostly static exhibits • a major advantage of these exhibits over those in an art gallery is that they are three dimensional • museums also utilise models of the physical surroundings in which an exhibit may have existed, for example dioramas, as well as exhibits which are dynamic, for example animatronics

  40. Institutional Space MetaphorsExploratoria and Campus Metaphors • Exploratoria (Science Museum) Metaphor: • like a gallery and museum metaphor, one which is based on discrete artifacts, although one designed to support user interaction • Campus Metaphor: • can be thought of as a collection of functional areas, buildings, facilities, and services which users would require when learning about concepts • campuses contain laboratories, libraries, entertainment spaces, offices and so on • the advantage of this metaphor is that it is a macrocosm of society, but then as with society how does one learn where to go, and how does one know where they want to go (at least without the aid of a map)

  41. References • Apple Computer Inc. (1992) Macintosh Human Interface Guidelines Apple Technical Library Addison Wesley Publishing Co. • Laurel, B. ed/ (1990) The Art of Human-Computer Interface Design Addison-Wesley Publishing Co. • Shneiderman, B. (1992) Designing the User Interface: Strategies for Effective Human-Computer Interaction 2nd Edition Addison-Wesley Publishing Company • Vaughan, T. (1998) Multimedia Making it Work 4th Edition, Osborne: McGraw-Hill

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