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Conceptual Design

Conceptual Design. Dr. Dania Bilal IS588 Spring 2008. From requirements to first design: Conceptual. Transform needs and requirements into a conceptual model Guidelines Keep an open mind but never forget users Discuss ideas with stakeholders Develop a low-fidelity prototype

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Conceptual Design

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  1. Conceptual Design Dr. Dania Bilal IS588 Spring 2008

  2. From requirements to first design: Conceptual • Transform needs and requirements into a conceptual model • Guidelines • Keep an open mind but never forget users • Discuss ideas with stakeholders • Develop a low-fidelity prototype • Obtain feedback • Iterate design as many times as needed

  3. Initial conceptual model • Identify interface metaphors suitable for users’ needs • Identify interaction types that best support users’ activities • Identify alternative designs and options

  4. Metaphors • Evaluate identified metaphors in terms of • Structure (e.g., familiarity) • Relevance to content • Ease of representation (visual, audio, text) • User understanding of meaning (Text pp.543-544)

  5. Interaction styles • Command line • Menu-driven • Natural language • Question and answer (e.g., Yahoo Answers, questionnaires) • Form fills (e.g., Google Advanced) • Direct manipulation • Windows • WIMP (Windows, Icons, Menus, Pointers)

  6. Menu-Driven interfaces • The original infrequent/inexperienced user interface • Components • Lists of options (text or graphic), selection mechanism, navigation, information architecture • Usability affected by • Allows explanation • Supports recognition more than recall • Simplicity and structure

  7. Natural language interfaces • Can be multi-modal (visual, auditory, haptic) • Components • Speech input, typed text, gesture recognition • Issues • Hard to do • Usability issues • Success rate which may be dependent on restricted vocabulary or training • May require feedback/correction cycle

  8. Question and answer • Structured dialog through specific domain • Examples: questionnaires, wizards, programmed instruction • Components • Restricted set of options, limited input/selection tools, intelligent branching • Usability issues • Easy to use but • Limited functionality and power

  9. Form-fills • Data entry • Form-fill components • Multiple fields on full-screen display • Multiple data entry types • Spreadsheets are form-fills • components • Values, formulas, text • Usability issues • Grid design, navigation, data types, complexity

  10. Direct manipulation • Components • Point/click sensitive places • Ability to move objects directly • Cursor, touchscreen input • Clipboards, toolboxes, templates, palettes • Icons, graphics • Usability issues • Speed, icon design, flexibility

  11. Point-and-click • A direct manipulation variant • Sensitive point indicators through highlighting, shading, hover • Ability to navigate via hyperlinks • Usability issues • Lack of clear UI definition, navigation

  12. WIMP • The current “default” direct manipulation interface across applications and platforms • “Windows, Icons, Menus, Pointers” • “Windows, Icons, Mouse, Pull-down menus” • Each interaction type has advantages and disadvantages • A combination may be employed

  13. Different visual designs

  14. Activity: Evaluate the 3 visual designs on the previous slide • Identify the type of interaction styles in the 3 figures • Who are the intended users of each of the styles? • Assess the value of icons, text, and other cues in each design

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