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Design

Design. dilbert. System-Centered Design. Focus is on the technology What can be built easily using the available tools on this particular platform? What is interesting to me, as the developer, to build?. User-Centered Design. Design is based on user’s Tasks Abilities Needs Context

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Design

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  1. Design dilbert CS/PSY 6750

  2. System-Centered Design • Focus is on the technology • What can be built easily using the available tools on this particular platform? • What is interesting to me, as the developer, to build? CS/PSY 6750

  3. User-Centered Design • Design is based on user’s • Tasks • Abilities • Needs • Context • Mantra: Know the user! CS/PSY 6750

  4. Design Process (1) • How do we come up with new (good) designs for interactive systems? • Briefly revisit Norman… CS/PSY 6750

  5. Good Design • Invites person to use it properly • Visual affordance • The perceived and actual fundamental properties of an object that help convey how it should be used -- (D. Norman) CS/PSY 6750

  6. Guidelines for Design • 1. Provide a good conceptual model • User has mental model of how things work • Build design that allows user to predict effects of actions • 2. Make things visible • Visible affordances, mappings, constraints • Remind person of what can be done and how to do it CS/PSY 6750

  7. Design Process (2) Why Design is Dificult • 1. Increasing complexity/pressure • Number of things to control has risen dramatically • Display is increasingly symbolic/artificial • Feedback is more complex and subtle • Errors are increasingly serious/costly CS/PSY 6750

  8. Why Difficult? • 2. Marketplace pressures • Time is money • Adding functionality (complexity) is now easy and cheap • Adding controls/feedback is expensive • Design usually requires several iterations before success CS/PSY 6750

  9. Why Difficult? • 3. People often consider cost and appearance over human factors design • Style over substance • Bad design may not be visible • 4. Creativity is challenging • Can’t just make a copy • Want creativity, but want pragmatism CS/PSY 6750

  10. Ideas come from Imagination Analogy Observation of current practice Observation of current systems Borrow from other fields Animation Theatre Information displays Architecture ... Idea Creation How do we create and develop new interface ideas and designs? CS/PSY 6750

  11. Interface Metaphors • Metaphor - Application of name or descriptive term to another object which is not literally applicable • Use: Natural transfer - apply existing knowledge to new, abstract tasks • Problem: May introduce incorrect mental model CS/PSY 6750

  12. Metaphor Creation • Prepare • What functions are needed • What are users’ problems? • Generate • Use metaphor that matches users’ conceptual tasks • Given choice, choose metaphor closest to way system really works • Ensure emotional tone is appropriate to users • Evaluate • Evolve CS/PSY 6750

  13. Idea Creation • Other methods for creating and developing interface ideas • ? Idea Creation Methods • 1. Consider new use for object • 2. Adapt object to be like something else • 3. Modify object for a new purpose CS/PSY 6750

  14. Idea Creation Methods (cont) • 4. Magnify - add to object • 5. Minimize - subtract from object • 6. Substitute something similar • 7. Rearrange aspects of object • 8. Change the point of view • 9. Combine data into an ensemble CS/PSY 6750

  15. Design Guidelines/Principles • General guidelines (advice) to help create more usable systems • Can be subtle, even contradictory & CS/PSY 6750

  16. Design Principles • 1. Use simple and natural dialog in user’s language • Match user’s task in a natural way • Avoid jargon, techno-speak • Present exactly info that user needs X.25 connection discarded dueto network congestion. Locallimits now in effect Insufficient funds to withdraw $100 VS. Less is more! Fewer unnecessary windows, prompts, dialogs CS/PSY 6750

  17. Fun Examples CS/PSY 6750

  18. Design Principles • 2. Strive for consistency • Sequences, actions, commands, layout, terminology • Makes more predictable OK Cancel Help Done Cancel Apply CS/PSY 6750

  19. Design Principles • 3. Provide informative feedback • Continuously inform user about what is occurring • Most important on frequent, substantive actions • How to deal with delays? CS/PSY 6750

  20. Design Principles • 4. Minimize user’s memory load • Recognition is better than recall • Describe required input format, include example and default • Use small # of generally applicable commands Date _ _ - _ _ _ - _ _ (DD-Mmm-YY, e.g., 02-Aug-93) CS/PSY 6750

  21. Design Principles • 5. Permit easy reversal of actions • Undo! • Reduces anxiety, encourages experimentation • 6. Provide clearly marked exits • Don’t want the user to feel trapped • Examples • Cancel button on dialogs • Interrupt/resume on lengthy operations (modeless) • Quit - can exit anytime • Reset/defaults - restore on a property sheet CS/PSY 6750

  22. Design Principles • 7. Provide shortcuts • Enable frequent users to perform often-used operations quickly • Keyboard & mouse • Navigation between windows/forms • Reuse • Provide history system - abbreviations - menu shortcuts - function keys - command completion - double click vs. menu selection CS/PSY 6750

  23. Design Principles • 8. Support internal locus of control • Put user in charge, not computer • Can be major source of anxiety Enter next command vs. Ready for next command CS/PSY 6750

  24. Design Principles • 9. Handle errors smoothly and positively • 10. Provide useful help and documentation Good & Bad Design • www.baddesigns.com • www.iarchitect.com CS/PSY 6750

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