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SIMS 213: User Interface Design & Development

SIMS 213: User Interface Design & Development. Marti Hearst Tues, Jan 23, 2007. Today. Today: Coordinate Project Topics and Teams Discuss Sullivan Reading Next time: The User-Centered Design Process. User Interface TimeLine. Apple Macintosh ’84-’86

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SIMS 213: User Interface Design & Development

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  1. SIMS 213: User Interface Design & Development Marti Hearst Tues, Jan 23, 2007

  2. Today • Today: • Coordinate Project Topics and Teams • Discuss Sullivan Reading • Next time: • The User-Centered Design Process

  3. User Interface TimeLine • Apple Macintosh • ’84-’86 • http://www.digibarn.com/collections/screenshots/Apple%20Macintosh%20v1-1%20-%201984/ • Apple 2gs • ’86-’92 • http://fp3.antelecom.net/gcifu/applemuseum/iigs.html • Mac II • Circa ’87-90 • http://fp3.antelecom.net/gcifu/applemuseum/mac2.html • Windows 3.0 • Released ’90 • http://en.wikipedia.org/wiki/Image:Windows_3.11_workspace.png • Windows 95 • Released ’95 • http://en.wikipedia.org/wiki/Windows_95 • Xerox Alto • Circa ’73 • http://www.digibarn.com/collections/systems/xerox-alto/ • Xerox Star • Circa ‘81 • http://members.fortunecity.com/pcmuseum/alto.html • Unofficial Apple timeline: • http://fp3.antelecom.net/gcifu/applemuseum/index.html • Apple Lisa: • Lisa 1 and 2, circa ’83-’85 • http://en.wikipedia.org/wiki/Apple_Lisa#Software • http://fp3.antelecom.net/gcifu/applemuseum/lisa2.html • http://www.digibarn.com/collections/screenshots/Apple%20Lisa/

  4. Discussion • Kent Sullivan, The Windows 95 User Interface: A Case Study in Usability Engineering, CHI 1996. • A case study of the iterative design process. • What are some of the important points? • Only 12 people on the entire Win 95 interface design team!

  5. Sullivan Case Study • Interesting points about early users: • Beginning users had problems with: • Finding a non-visible program, double-clicking to activate, using hidden menus, finding minimized windows, file system hierarchy • Initially didn’t want to introduce too many new things • However, initial studies on 3.1 and the 95 prototype indicated that the starting point was just too poor, and more radical revision was needed. • http://acm.org/sigchi/chi96/proceedings/desbrief/Sullivan/kds_txt.htm

  6. Sullivan Case Study • Had an offsite and rethought everything. • The need to rapidly iterate • Waterfall design method (compartmentalized; UI done at the end during quality assurance stage) would produce an unusable product. • Jettison the giant design spec • Encouraged closer interaction and “hallway” conversations

  7. Sullivan Case Study • Had an offsite and rethought everything. • Method Adopted: • Find most common tasks, and test on those • Compare to a baseline (Windows 3.1) • Use rapid prototyping tools • Keep testing with users. • Focus on scaffolding (beginner -> intermediate-expert) • Give up on too much backwards-compatibility with 3.1 • Continually inform outsiders as well as team members about the design

  8. Sullivan Case Study • Fine tuning with usablity tests • Holistic interface test in the lab • 64 phases of lab testing • Many participants! (560 total) • Longitudinal field study • Other testing on components • No detail of the orginal design for W95 was retained. • About Windows 3.1 • … a good demonstration of what happens when usability is not taken into account

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