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SIMS 213: User Interface Design & Development

Dive into the world of User Interface (UI) design and development, exploring the iterative process, user-centered design, rapid prototyping, and the importance of usability. Learn about forming project teams and building interfaces that cater to user goals and needs. Discover the significance of good design and how to identify and avoid bad design practices. Get insights into evaluating UIs and studying good examples from successful websites. This resource provides a comprehensive overview of HCI principles for creating effective interactive computing systems that enhance user experience.

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SIMS 213: User Interface Design & Development

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  1. SIMS 213: User Interface Design & Development Marti Hearst Thurs, Jan 19, 2006

  2. Today • UI Design Process Overview • Forming Project Teams

  3. What is HCI? • A discipline concerned with • design • evaluation • implementation of interactive computing systems for human use • The study of major phenomena surrounding the interaction of humans with computers. Slide by James Landay

  4. Organizational & Social Issues Design What is HCI? Task Technology Humans

  5. What is an Interface? • Difficult to define • The window through which the human interacts with some application on the computer. • But … • really it is more complex than this • part of a larger context of interacting with other applications, other people, and the physical world.

  6. An Iterative Process Design Evaluate Prototype Slide by James Landay

  7. User-centered Design • Take into account • Cognitive abilities • Organizational constraints • Customs and precendent • Keep users involved throughout project Slide by James Landay

  8. Who builds UIs? • A team of specialists (ideally) • graphic designers • interaction / interface designers • technical writers • marketers • test engineers • software engineers Slide by James Landay

  9. User-centered Design • Standard Approach: • Needs assessment • Task analysis • Initial design • More modern approach (from Cooper’s Inmates book): • Needs assessment • Persona creation • Goal creation • Scenario and task creation • Initial design

  10. Using Personas • Focus on specific aspects of a specific user’s characteristics, needs, and goals • The persona becomes as understandable as a character in a book or movie • Avoid “elastic user” • Design for the center of the distribution • The perpetual intermediates • Don’t focus on the edge cases

  11. Designing for Goals • Goals are what one wants to do • Goals seldom change • Tasks are steps to get to the goals • Tasks change with the technology • Sometimes tasks are the opposite of goals • To get agreement, the lawyer argues • To achieve peace, the country sends in troops • Focusing on technology results in designing for tasks rather than goals.

  12. Rapid Prototyping • Build a mock-up of design • Low fidelity techniques • paper sketches • cut, copy, paste • video segments • Interactive prototyping tools • Visual Basic, HyperCard, Director, Flash, etc. Slide by James Landay

  13. Evaluation • Test with real users (participants) • Formally or Informally • “Discount” techniques • expert evaluation (heuristic evaluation) • walkthroughs • Build models • Less common

  14. Why is Usability Important? • Good design promotes • Effectiveness and efficiency • Feelings of satisfaction, enjoyment • Bad design threatens • Safety • Accuracy

  15. Good vs. Bad Design • It is important to avoid bad design • It is often easy to detect a bad design – just try it with a few users • It can be fun to spot the flows • UI Hall of Shame http://digilander.libero.it/chiediloapippo/Engineering/iarchitect/shame.htm • UI’s Greatest Bloopers • It is much harder to teach / learn good design • Look at & appreciate good examples • Follow best practices • Be willing to redesign • Get lots of practice!

  16. Good vs. Bad Design • UI design is humbling • Your attempt may work right, look great • But … users may not be able to use it • Don’t take it personally! That’s why we iterate!

  17. Studying Good Examples Some sites just do things well • Amazon has pioneered many excellent interaction designs for the web • Suggesting related products in an effective way • Useful and timely content • Tabs to organize main kinds of content • 1-click purchasing • Good checkout mechanism • However, UI quality has degradated in some respects

  18. Studying Good Examples • Recipe/Lifestyle Sites: • http://eat.epicurious.com • http://www.marthastewart.com • A good source: Webby Awards • http://www.webbyawards.com/ • http://www.nationalgeographic.com/education/

  19. Assignment: Project Proposal • Decide on project goals and members • Use class list to exchange ideas • Recommendations: • Find a project for which you have ready access to people who would be real users of the system • Look at the projects from last time to get a feeling for the scope. • Due date: • Proposals due Tuesday Jan 31st (< 2 weeks) • We’ll give feedback and might ask you to revise it.

  20. Class Projects • Design, prototype, and evaluate an interface • Iterate four times • Emphasis on web-based interfaces • Ok to redesign an existing interface • MUST work in groups of 3-5 people • Team structure • Students will assess amount of work being done by others in the group • Last year’s: • http://www.sims.berkeley.edu/courses/is213/s05/projects.html

  21. Managed Groups strong leader individual accountability organizational purpose individual work products efficient meetings measures performance by influence on others delegates work Teams shared leadership individual & mutual accountability specific team purpose collective work products open-ended meetings measures performance from work products do real work together Teams vs. Managed Groups Slide adapted from James Landay

  22. design (visual & interaction) software user testing Team Action Items • Meet and get used to each other • Figure out strengths of team members • Assign each person a role • responsible for seeing work is organized & done • not responsible for doing it themselves • Roles • group manager (coordinate big picture) • documentation (writing) Slide adapted from James Landay

  23. Next Week • Jan 24: • Project idea discussion • Sullivan case study • Jan 26: • User centered design • Project team coordination

  24. Readings • Do indicated readings before the class • For next Tuesday: • Read • Nielsen Chs. 1 – 4 • Sullivan (Reader) • For next Thursday • Nielson Ch. 7, Gomol

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