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Design Rule Ontology. Onno Kubbe [email protected] Introduction . Design Rule Ontology: definition of subject and explanation You will learn A vocabulary on design rules and describe a problem with this vocabulary. . Overview. Design Rules Principles Guidelines Standards . Standards.

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Introduction
Introduction

  • Design Rule Ontology: definition of subject and explanation

  • You will learn A vocabulary on design rules and describe a problem with this vocabulary.


Overview
Overview

Design Rules

  • Principles

  • Guidelines

  • Standards


Standards
Standards

  • Set by national or international bodies

    • Hardware (e.g. ISO 9241)

      • Theory: physiology or ergonomics/human factors

    • Software (e.g. ISO 14915)

      • Theory: psychology or cognitive science

  • Change

    • In hardware change is more ‘set in stone’ vs software ‘easier to change’


Guidelines
Guidelines

  • Incompleteness of theories underlying design makes it difficult to provide standards.

  • Solution: create suggestive and general guidelines.

    • Problems: Level of abstraction


Principles
Principles

  • Abstract design rules with high generality and low authority

    • Learnibility

    • Flexibility

    • Robustness


Learnability
Learnability

Concerns the features of the interactive system that allows novice users to understand how to use it initially and then to attain a maximal level of performance.

  • Predictability

  • Synthesizability

  • Familiarity

  • Generalizability

  • Consistency


Flexibility
Flexibility

The multiplicity of ways in which the end-user and the system exchange information

  • Dialog initiative

  • Multi-threading

  • Task migratability

  • Substitutivity

  • Customizability


Robustness
Robustness

In a work or task domain a user is engaged with a computer to achieve some set of goals. The robustness of that interaction covers features that support the successful achievement and assessment of the goals.

  • Observability

  • Recoverability

  • Responsiveness

  • Task Conformance


Golden rules and heuristics
Golden Rules and heuristics

  • Shneiderman’s 8 golden rules of interface design

  • Norman 7 principles for Transforming Diffictult Tasks into simple ones


Excercise
Excercise

  • A windows XP design flaw? (handout)

    What design principles are violated in your opinion and why.

    Imagine you are a designer for Microsoft: What priority should ‘repair’ have and why.

  • If you relate this ontology to the DUTCH design method where can you use it in the process? Motivate.


Summary
Summary

  • What have we learned

  • Questions


Literature
Literature

  • Human-computer Interaction, A. Dix, J. Finlay, G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287



Introduction1
Introduction

  • Design Patterns: definition of subject and explanation

  • You will learn how to use Design Patterns in your project


Design patterns1
Design Patterns

  • Origin

    Architecture -> computer science -> HCI

  • Why patterns

    To find an invariant solution to a recurrent problem with a specific context

  • Formats

    Architecture: “quality without a name”

    Computer Science: “re-use, flexibility and efficiency of the sysem”

    HCI: “usability”


Usability
Usability

  • What is usability

  • A stakeholders perspective

  • A method of measuring usability

  • The jump to HCI design patterns



Usability indicators
Usability indicators

  • Learnability

  • Memorability

  • Speed of performance

  • Error rate

  • Satisfaction

  • Task completion


A users perspective on design patterns
A users perspective on Design Patterns

  • A UID Design pattern should state the impact on at least one of the usability indicators (more refined def of design pattern)

  • Amsterdam Collection of UID Design Patterns


Pattern languages
Pattern Languages

  • What is a pattern Language

    - mental model

  • Structure and organization

    • Connecting patterns by

      • Aggregation

      • Specialization

      • Association


A pattern language for interaction design
A pattern language for Interaction Design

  • Posture

    • Purpose: personal, social, commercial

  • Experience

    • Main user goals and tasks on a high level

  • Task

    • Solutions to small user problems that are part of a higher level ‘experience’

  • Action

    • Specific uses of well known widgets or describe custom made widgets.


Examples
Examples

  • Posture: news site, portal

  • Experience: shopping, informing, browsing

  • Task: poll, forum, guided tour

  • Action: login, exit, choices


Excercises
Excercises

  • A website about dog cognition

    http://www.cs.vu.nl/ai/asr/Projects/dog-cognition/index.html

    What design patterns are used? Are they connected someway? Is there a narrative here?

    Motivate your answer.

  • If you relate design patterns to the DUTCH design method where can you use it in the process? Motivate.

  • In your detailed design can you recognize patterns that you use or can use? As always motivate your answer.


Summary1
Summary

  • What have we learned

  • How to

  • Questions


Literature1
Literature

  • Patterns as tools for User Interface Design., van Welie M., van der Veer G.C., Eliens A.

  • Breaking down usability, van Welie M., van der Veer G.C., Eliens A. Proceedings of Interact ’99, Edinburgh Scotland

  • Pattern Languages in Interaction Design: Structure and Organisation, van Welie M., van der Veer G.C., Interact 2003

  • Wed design patterns, Mobile UI patterns, http://www.welie.com (2006)

  • Common ground: a pattern language for human-computer interaction: http://www.mit.edu/~jtidwell/common_ground_onefile.html

  • http://www.cs.kent.ac.uk/people/staff/saf/patterns/gallery.html (2006)


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