1 / 71

User Interface Design

User Interface Design. Asst.Prof.Dr.Surasak Mungsing. Objective. to understand different kinds of users and their needs to understand attributes of a good user interface design. What is a User Interface ?.

rosalyn
Download Presentation

User Interface Design

An Image/Link below is provided (as is) to download presentation Download Policy: Content on the Website is provided to you AS IS for your information and personal use and may not be sold / licensed / shared on other websites without getting consent from its author. Content is provided to you AS IS for your information and personal use only. Download presentation by click this link. While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server. During download, if you can't get a presentation, the file might be deleted by the publisher.

E N D

Presentation Transcript


  1. User Interface Design Asst.Prof.Dr.SurasakMungsing

  2. Objective • to understand different kinds of users and their needs • to understand attributes of a good user interface design

  3. What is a User Interface ? • Methods and tools used by the users to interact, communicate and use an application • Graphical, textual, auditory information presented to the users including controls • Think: • What is the user interface of the automobile? • Different user interfaces may be provided in a system. Why?

  4. Types of User Interface • Recent categorized : • Graphical User Interface (GUI) provide graphical output. • Web-based User Interface (WUI) provide web pages output. • Other types: • Command line • Touch • Voice • Natural language • Etc. • Think: What are other types?

  5. Why do we need good User Interface ? • Easier to use • Easier to train people to use it • Less help people will need while using it • Users will like to use it. Satisfaction increased • Think:Do a lot of graphics help users to learnhow to use a program better than a few of clean and simple graphics?Why?

  6. Usability • Usability • Efficient • Ease of learning • Memorability • Prevent errors • Satisfaction

  7. Usability Measures • Time to learn • Speed of performance • Rate of errors by users • Retention over time • Subjective satisfaction

  8. The Goalof good UI Design • To deliver a usable system • What is usable? • Meet requirements. • Easy to learn and easy to use • Increase effectiveness • Increase satisfaction • Think: Name some applications required to meet these goals

  9. User Interface Design (UID) Process Life Cycle • UID Process • Requirements Analysis Phase • Design Phase • Construction Phase • Usability Test Phase • Deployment Phase • Each phase involves Review and Rework.

  10. UID Process Outputs • Screen Prototypes • Use cases • Screens Deployed • Tested Screens • Working Screens

  11. Requirements Analysis Phase (RAP) • Analyze user’s requirements. User profile Project Scope Requirements Analysis Customer Requirements Task profile UI Requirements Environment profile

  12. Gathering Requirements • Observation • User Interview • Questionnaire • Think: Name other methods.

  13. User Profile • To understand user profile, the designer must understand: • Different Tasks performed by the Member of the focus group. • Who are the Users? • What Tasks they performed? • User’s Skills and Experience. • Relevant training users received. • Think:What are other questions designers needto ask?

  14. Task Profile • User goals • Sub-goals and tasks included • Tasks sequence/order

  15. Environment Profile • Application’s look and feel • Interface type • Dialog box driven • Command line • Menu driven • What more?

  16. High Level Design Phase • Build conceptual model • Design model represents designers’ perception of the system • Conceptual model represents users’ perception of the system. • Identify the main components • Main windows. • Major control points. • List the main features of each component • Sequence of events • Events required to complete different tasks.

  17. Construction Phase • Develop working screens • Fully functional screens • Complete visualization of the high-level design • Screen review to acquire feedback and suggestion for improvement and rework

  18. Usability Testing • Validate the user interface design against user requirements • Reveal areas will require refinement • Begin as early as the design phase • Three levels: • Concept testing require informal, group discussion. • Structured walkthrough with screen prototypes and specific tasks are performed • User observation

  19. Deployment Phase • Deployment must start in advance of actual production • Deploy working models • Train end users • Provide support • Help desk • Documentation

  20. The Elements of UID • Windows. • Events. • Pull-down menus / Drop-down menus. • Push buttons. • Icons. • Drop down or Combo box. • Check boxes • Radio buttons • Scrolling lists • Popup List • spin Boxes • Tabbed Panes.

  21. Metaphors สัญลักษณ์ที่เทียบได้กับวัตถุในโลกแห่งความเป็นจริง • How to match the design model to the user models? • The answer is using graphical interfaces to give the user clues about how something works. • Metaphors help the user to use the application intuitively with minimum assistance. • The famous metaphor is Desktop.

  22. IBM’s RealCD: An Example of using real world metaphors in UID • Audio-CD software package developed by the User Interface Architecture and Design Group at IBM. • What do you think about this Interface?

  23. Metaphors

  24. Tips on choosing metaphors • Match major user objects • Simple is better • Metaphors need not be unique • Look at user’s real world • Be flexible

  25. Ergonomics • Definition • A branch of science, an approach which puts human needs and capabilities at the focus of designing technology systems. • Objectives • Most productive use of human capabilities • Maintenance of human health and well being • Usage • Deals with the interaction of technological and work situations with the human beings • Basic human sciences involved are • Anatomy • Physiology • Psychology

  26. UID Principles • Principles are thumb rules the designers can follow for designing a good UI • Usability Heuristics • Use Simple and Natural dialog box • Speak the user’s language • Minimize the user’s memory load • Be consistent. • Provide feedback • Support both novices and experts

  27. UID Principles • Usability Heuristics(contd.) • Provide clearly marked exits • Support both novices and experts • Provide good error messages • Error prevention • Provide help and documentation • Can you give some examples that follow principles above?

  28. Usability Heuristics • Use Simple and Natural dialog box

  29. Usability Heuristics • Speak the user’s language

  30. Usability Heuristics • Minimize the user’s memory load • Human weakness • Memory • Understanding complex math • Applying logic • Recognizing items is much easier than Recalling • Operation should be obvious to the user Simple tasks should be kept simple, and complex tasks made possible

  31. Usability Heuristics • Be Consistent • Ensure that the user interface works consistently • Place all buttons in consistent places on all the windows • Use the same wordings • Actions should be consistent ex: Double Click action to open folder • Same color combinations and interface styles are used across the set of screens • Make objects consistent with its behaviour. Objects which act differently should look different • Reduces training and support costs

  32. Usability Heuristics • Provide feedback • Obvious and Immediate • Example: • Acknowledge all button clicks by visual or aural feedback within 50 milliseconds • Display an hourglass for any action that will take from 1/2 to 2 seconds • Animate the hourglass so they know the system is working in the background • Display a message indicating the potential length of time (that the user may have to wait) for any action that will take longer than 2 seconds • Offer engaging text messages to keep users informed and entertained while they are waiting for long

  33. Usability Heuristics • Explorable Interface • Give users well-marked roads and landmarks • Make actions reversible • Always allow a way out • Support both novices and experts • Cater to both the inexperienced and the experienced user • Provide good error messages • Expressed in plain language (no technical jargon) • Precise • Constructively suggest solution

  34. Usability Heuristics • Error Prevention • Prevent a problem from occurring in the first place

  35. Usability Heuristics • Provide help and documentation • Easy to search through • Focused on the user’s task • A list of concrete steps that must be followed • Concise and precise

  36. Design Decisions: Costs and Benefits

  37. UID Design Tips and Techniques • Navigation between screens is important • Navigation within a screen is important • Use color sparingly • User minimal number of appropriate fonts • When items are unavailable gray (disable) them out, do not remove them

  38. Tips and Techniques • Left align edit fields and right align their labels.

  39. UID Design Tips and Techniques

  40. UID Design Tips and Techniques Decimal-align floating point numbers

  41. Tips and Techniques • Do not create busy/crowded screens (reduce cluttering).

  42. Tips and Techniques • Use group boxes and white-space to group logically related items on the screen (enhance clustering).

  43. Tips and Techniques • Menu and button labels should have the key word(s) first • Bad Choice • Insert page break • Add Footnote • Update Table of Contents • Good Choice • – Insert • Page Break • Footnote • Table of Contents

  44. Tips and Techniques • Always look at the user’s productivity, not the computer’s • Which of the following takes less time? • Heating water in a microwave for one minute and ten seconds • Heating it for one minute and eleven seconds

  45. Tips and Techniques • Use explicit destruction • When an action has irreversible negative consequences, it should require the user to take an explicit action to perform it • Example: • Deleting a worksheet should require clicking on an erase pushbutton and answering a warning question such as “Are you sure you want to erase this worksheet?” with a button click in the warning dialog box.

  46. UID Design Tips and Techniques • Robustness. • Interface should prevent errors from occurring, but if they do occur, it should allow users to quickly recover • Autonomy. • Users are most comfortable in an environment that is neither confining nor infinite, an environment that can be explored and is not hazardous. • Simple. • A good design requires a good balance between maximizing functionality and maintaining simplicity

  47. Good versus Bad UI • Why some interfaces are bad? • Why some interfaces are good? • Give some examples and reasons.

  48. Good vs. Bad

  49. Good vs. Bad

  50. Good vs. Bad

More Related