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Cognition/Design, Design Principles, Design Patterns

Loren Terveen CS 5115, Fall 2010 October 6. Cognition/Design, Design Principles, Design Patterns. Hall of Fame – Hall of Shame. Bharadwaj Parthasarathy Pavithra Paneerselvam. Fall 2010 – User Interface Design, Implementation and Evaluation. Twitter Clients - Iphone.

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Cognition/Design, Design Principles, Design Patterns

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  1. Loren Terveen CS 5115, Fall 2010 October 6 Cognition/Design, Design Principles, Design Patterns

  2. Hall of Fame – Hall of Shame Bharadwaj Parthasarathy Pavithra Paneerselvam Fall 2010 – User Interface Design, Implementation and Evaluation

  3. Twitter Clients - Iphone • Social Media Application • Quick Status updates • Check replies and responses • Familiarity with iphone

  4. Hall of Shame - Twitterific

  5. Hall of Shame - Twitterific

  6. Hall of Shame - Twitterific

  7. Hall of Shame - Twitterific

  8. Hall of Shame - Twitterific

  9. Hall of Shame - Twitterific

  10. Hall of Fame- Tweetie

  11. Hall of Fame- Tweetie

  12. Hall of Fame- Tweetie

  13. Credit: ItunesU, Stanford CS193P

  14. Hall of Fame- Tweetie

  15. Human Cognition Basics • Attention • Perception and recognition • Memory • Learning • Problem solving and reasoning

  16. Memory • Short-Term Memory • Severely limited capacity – “7 plus or minus 2” • Instant, effortless recall • “Chunking” • Fragile • Long-Term Memory • “Unlimited” capacity • Takes time/effort to store and retrieve • Interpretative • Retrieval is context-sensitive • rote memory vs. relationships vs. explanation

  17. Memory (continued)‏ • People are really good at remembering some things • Visual cues, especially faces • People are much better at recognizing things than recalling them • People are good at associative reminding • People remember the typical case and the exceptions

  18. Memory – Design Implications • Don’t make users remember complicated procedures • Design interfaces that promote recognition over recall • Give users resources to help them visually encode information (colors, icons, time stamps, etc.)‏

  19. More than 7 +- 2 items in menu – bad? What about a voice menu?

  20. Visual representation of contacts – recognition, not recall Spatial organization of information Pictures

  21. Learning • Acquiring new knowledge or skills • Exploratory learning – learning by doing • Scaffolding or “training wheels”

  22. Learning – Design Implications • Create interfaces that encourage exploration • Easy to try out and undo actions • Design interfaces to constrain users to select the right action • Provide multiple, linked representations

  23. Examples • Graphical editors • Simulation environments

  24. Can undo picture editing action Can learn about actions that are not available in current context

  25. Problem solving and reasoning • Conscious; reflective • Thinking over one’s options • Figuring out the best option or solution • Making a plan • Weighing pros and cons

  26. # of levels of decision making # of alternatives at any level A lot – deep A few - shallow A lot – wide Hard: games, puzzles, recreational activities Menu A few – narrow Recipe Don’t Make Me Think! Task Structure

  27. Problem solving – Design Implications • Provide the proper information and aids • But, even better – design to make problem-solving and reasoning unnecessary

  28. Spreadsheet

  29. Tax Preparation Software • User doesn’t have to do computation • User doesn’t have to figure out which form to use • Instead, software poses questions that users are likely to be able to answer

  30. Example • What’s the best flight from Vancouver to Montreal? • Time • Layovers • Plane changes • Price • …

  31. AC 117 Vancouver Calgary 7:00 9:00 Cdn 321 Vancouver Calgary 9:00 12:00 Cdn 355 Calgary Montreal 13:30 19:30 AC 123 Calgary Toronto 12:30 16:30 AC 123 Toronto Montreal 16:45 17:30 Representation 1 * Time zones: van-cal  + 1 ; cal – tor, mon  + 2

  32. Representation 2 7 9 11 13 15 17 Vancouver Cdn 321 AC 117 8 10 12 14 16 18 Calgary Cdn 355 AC 123 20 Toronto 10 12 14 16 18 Montreal

  33. Graphic Design • Ideally, get a trained graphic designer • Use standard toolkits • Drupal, Wordpress, Joomla, ... • I know it when I (don’t) see it • Learn the basics yourself

  34. Some principles • Contrast • Repetition • Alignment • Proximity

  35. CRAP • Contrast • Emphasize important information • Make different things look different • Repetition • Consistency • Repeat design throughout the interface • Alignment • visually connect elements • create a visual flow • Proximity • group related elements, separate unrelated Robin Williams Non-Designers Design Book, Peachpit Press

  36. Graphic Design – misc. • Simplicity / non-distracting • Don’t rely on color, use as a supplement • Angry fruit salad! • Don’t rely on sound

  37. Original

  38. Proximity

  39. Alignment

  40. Contrast

  41. Repetition

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