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Design Rule Ontology

Design Rule Ontology. Onno Kubbe kubbe@cs.vu.nl. 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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Design Rule Ontology

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  1. Design Rule Ontology Onno Kubbe kubbe@cs.vu.nl

  2. Introduction • Design Rule Ontology: definition of subject and explanation • You will learn A vocabulary on design rules and describe a problem with this vocabulary.

  3. Overview Design Rules • Principles • Guidelines • Standards

  4. 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’

  5. Guidelines • Incompleteness of theories underlying design makes it difficult to provide standards. • Solution: create suggestive and general guidelines. • Problems: Level of abstraction

  6. Principles • Abstract design rules with high generality and low authority • Learnibility • Flexibility • Robustness

  7. 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

  8. Flexibility The multiplicity of ways in which the end-user and the system exchange information • Dialog initiative • Multi-threading • Task migratability • Substitutivity • Customizability

  9. 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

  10. Golden Rules and heuristics • Shneiderman’s 8 golden rules of interface design • Norman 7 principles for Transforming Diffictult Tasks into simple ones

  11. 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.

  12. Summary • What have we learned • Questions

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

  14. Design Patterns Onno Kubbe kubbe@cs.vu.nl

  15. Introduction • Design Patterns: definition of subject and explanation • You will learn how to use Design Patterns in your project

  16. 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”

  17. Usability • What is usability • A stakeholders perspective • A method of measuring usability • The jump to HCI design patterns

  18. A stakeholder perspective on usability • Designer • Engineer • User

  19. Usability indicators • Learnability • Memorability • Speed of performance • Error rate • Satisfaction • Task completion

  20. 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

  21. Pattern Languages • What is a pattern Language - mental model • Structure and organization • Connecting patterns by • Aggregation • Specialization • Association

  22. 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.

  23. Examples • Posture: news site, portal • Experience: shopping, informing, browsing • Task: poll, forum, guided tour • Action: login, exit, choices

  24. 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.

  25. Summary • What have we learned • How to • Questions

  26. 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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