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SIMS 213: User Interface Design & Development

SIMS 213: User Interface Design & Development. Marti Hearst Tues, Feb 12, 2002. Today. Combine ideas from two lectures Cognitive considerations + interface metaphor Practice creating personas Intro to Design . Interface Metaphors Revisited. Definition of Metaphor

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SIMS 213: User Interface Design & Development

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  1. SIMS 213: User Interface Design & Development Marti Hearst Tues, Feb 12, 2002

  2. Today • Combine ideas from two lectures • Cognitive considerations + interface metaphor • Practice creating personas • Intro to Design

  3. Interface Metaphors Revisited • Definition of Metaphor • application of name or descriptive term to an object to which it is not literally applicable • Purpose • function as natural models • leverages our knowledge of familiar, concrete objects/experiences to understand abstract computer and task concepts • Problem • metaphor may portray inaccurate or naive conceptual model of the system A presentation tool is like a slide projector Slide adapted from Saul Greenberg

  4. Interface Metaphors • Use metaphors that matches user's task • desktop metaphor for office workers • paintbrush metaphor for artists... • Given a choice, choose the metaphor close to the way the system works • Ensure emotional tone is appropriate to users E.g., file deletion metaphors • trashcan • black hole • paper shredder • pit bull terrier • nuclear disposal unit... Slide adapted from Saul Greenberg

  5. The Metaphor of Direct Manipulation • Direct Engagement • the feeling of working directly on the task • Direct Manipulation • An interface that behaves as though the interaction was with a real-world object rather than with an abstract system • Central ideas • visibility of the objects of interest • rapid, reversible, incremental actions • manipulation by pointing and moving • immediate and continuous display of results • Almost always based on a metaphor • mapped onto some facet of the real world task semantics)

  6. move my.doc Object-Action vs Action-Object • Select object, then do action • interface emphasizes 'nouns' (visible objects) rather than 'verbs' (actions) • Advantages • closer to real world • modeless interaction • actions always within context of object • inappropriate ones can be hidden • generic commands • the same type of action can be performed on the object • eg drag ‘n drop: Slide adapted from Saul Greenberg

  7. Direct manipulation • Representation directly determines what can manipulated Slide adapted from Saul Greenberg

  8. Phone list List metaphor Rolodex metaphor Slide adapted from Saul Greenberg

  9. Games Slide adapted from Saul Greenberg

  10. Direct Manipulation • Xerox Star: pioneered in early '80s, copied by almost everyone • simulates desktop with icons • in and out baskets • file folders and documents • calculators • printers • blank forms for letters and memos • small number of generic actions applicable system wide • move, copy, delete, show properties, again, undo, help • eg same way to move text, documents, etc • property sheets • pop-up form, alterable by user • What you see is what you get (WYSIWYG)

  11. Is direct manipulation the way to go? • Some Disadvantages • Ill-suited for abstract operations • spell-checker?Tedium • manually search large database vs queryTask domain may not have adequate physical/visual metaphorMetaphor may be overly-restrictive • Solution: Most systems combine direct manipulation and abstractions • word processor: • WYSIWYG document (direct manipulation) • buttons, menus, dialog boxes (abstractions, but direct manipulation “in the small”) Slide adapted from Saul Greenberg

  12. Guidelines for Design • Provide a good conceptual model • allows users to predict consequences of actions • communicated thorugh the image of the system • Make things visible • relations between user’s intentions, required actions, and results should be • sensible • consistent • meaningful (non-arbitrary) • make use of visible affordances, mappings, and constraints • remind person of what can be done and how to do it Based on slide by Saul Greenberg

  13. Summary • Direct manipulation • visibility of the objects of interest • rapid, reversible, incremental actions • manipulation by pointing and moving • immediate and continuous display of results • Good Representations • captures essential elements of the event / world • deliberately leaves out / mutes the irrelevant • appropriate for the person, their task, and their interpretation • Metaphors • uses our knowledge of the familiar and concrete to represent abstract concepts • need not be literal • has limitations that must be understood

  14. Practice Persona Development In-Class exercise

  15. Persona Development • What are the reasons for doing it? • What are the steps for doing it?

  16. Clevis McCloud • What is his motto? • How does his persona shape the interface design?

  17. Design Personas for … • A new interface for buying BART tickets with credit cards

  18. Heuristic Evaluation Low-fi User Test Februray 5 User Testing May 13 March 14 April 18 Project Idea Personas, Interviews, Tasks Analysis UI Prototype #1 UI Prototype #2 UI Prototype #3 Project Timeline

  19. Design Principles and Process

  20. Web Site Design Process Discovery Design Exploration Design Refinement Production … followed by implementation & maintenance Slide adapted from James Landay

  21. Assess needs understand client’s expectations determine scope of project characteristics of users evaluate existing site and/or competition Design Process: Discovery Discovery Design Exploration Design Refinement Production Slide adapted from James Landay

  22. Design Process: Design Exploration Generate multiple designs • visualize solutions to discovered issues • information & navigation design • early graphic design • select one design for development Discovery Design Exploration Design Refinement Production Slide adapted from James Landay

  23. Design Process: Design Refinement Develop the design • increasing level of detail • heavy emphasis on graphic design • iterate on design Discovery Design Exploration Design Refinement Production Slide adapted from James Landay

  24. Design Process: Production Prepare design for handoff • create final deliverable • specifications, guidelines, and prototypes • as much detail as possible Discovery Design Exploration Design Refinement Production Slide adapted from James Landay

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