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Information Design. Goal: identify methods for representing and arranging the objects and actions possible in a system in a way that facilitates perception and understanding. Making Sense of Information.
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Information Design Goal: identify methods for representing and arranging the objects and actions possible in a system in a way that facilitates perception and understanding
Making Sense of Information • Do I understand what the system is telling me? Were my actions successful? Have I made progress? • Must connect results of interpretation with other task knowledge • Building the “big picture” • Design goal: help the user make connections between UI information and task goals • Determine whether to continue, elaborate, revise, or replace the current task goal • Sets up next trip around the execution/evaluation cycle
Making Sense • What is the system telling me? Was I successful? Am I ready to make another move? • Integrating information interpretation with task knowledge • Building a “big picture” across actions and screens • Errors or problems often detected and corrected here • Design goal: organize and present information to make contact with user’s task goals • Aid decision to continue, elaborate, or change goals • Set up next trip around the task-action cycle
Consistency • Internal consistency within a system • On the same screen: button shape & labels, fonts, etc. • From screen to screen: UI controls, layout, font family • Applies to text vocabulary too (move backward vs. reverse) • External consistency acrossdifferent systems • e.g., the Mac family of apps, windows, the web • Enables transfer of learning from one system to another • Mismatches lead to interference • Caution: consistency is in the eye of beholder • 2nd caution: consider special needs of user’s task
A Visual Design Program • Visual features used consistently, design “signature” • e.g., title bar, tool palette, window border, title line, standardized set of components and layout • Not necessarily a functional feature, e.g. special border • Promotes a sense of unity and coherence • Easier to make connections from screen to screen • Caution: repeated gratuitous decoration or animation creates a design program that detracts
Visual Metaphors • As always, they serve both designer and user • Designer explores and is inspired; user recognizes and relies on them for task understanding • One metaphor may influence multiple design issues activities: browsing, borrowing, abstracting service information: shelves, card catalog, alphabetical order interaction: sequential browsing, cover first, check-out • Other examples: maps, shopping cart, messy desktop • Caution: watch out for over-literal application • Less refined, and the potential of computational medium may be undermined library
A physical calculator as a visual metaphor What is good or bad about this design?
Menu Hierarchies • Choose command/button/link labels that map to users’ goals at this point in a task • Many convenient hierarchies (e.g. product codes, names) are not necessarily user-oriented • Is “back” or “up” a meaningful name for a menu item? • Careful analysis of breadth vs depth • Shallow and broad is usually the preferred choice • But this creates boundary conditions, e.g. navigation within menu (handhelds)
Information Models • An “information space” that users navigate • Information integration, a key aspect of mental model • Want a structure that is simple and coherent, but at the same time comprehensive and flexible • Many techniques for designing information models • Hierarchy: menu systems, folders, index pages • Directed graph: hypertext, associative links • Spatial structures: tables, maps, 3D structures • Key tradeoffs are usually flexibility and complexity • Again, key is a good understanding of task needs
Friday Activity • Browse the Web • Find sites that do and don’t pass the “squint test” • Analyze the visual features, menu layouts, and graphical layouts • Why does one succeed while another fails?