design rule ontology
Skip this Video
Download Presentation
Design Rule Ontology

Loading in 2 Seconds...

play fullscreen
1 / 26

Design Rule Ontology - PowerPoint PPT Presentation

  • Uploaded on

Design Rule Ontology. Onno Kubbe 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.

I am the owner, or an agent authorized to act on behalf of the owner, of the copyrighted work described.
Download Presentation

PowerPoint Slideshow about 'Design Rule Ontology' - amayeta

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.While downloading, if for some reason you are not able to download a presentation, the publisher may have deleted the file from their server.

- - - - - - - - - - - - - - - - - - - - - - - - - - E N D - - - - - - - - - - - - - - - - - - - - - - - - - -
Presentation Transcript
design rule ontology

Design Rule Ontology

Onno Kubbe

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

Design Rules

  • Principles
  • Guidelines
  • 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’
  • Incompleteness of theories underlying design makes it difficult to provide standards.
  • Solution: create suggestive and general guidelines.
    • Problems: Level of abstraction
  • Abstract design rules with high generality and low authority
      • Learnibility
      • Flexibility
      • Robustness

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

The multiplicity of ways in which the end-user and the system exchange information

  • Dialog initiative
  • Multi-threading
  • Task migratability
  • Substitutivity
  • Customizability

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
golden rules and heuristics
Golden Rules and heuristics
  • Shneiderman’s 8 golden rules of interface design
  • Norman 7 principles for Transforming Diffictult Tasks into simple ones
  • 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.
  • What have we learned
  • Questions
  • Human-computer Interaction, A. Dix, J. Finlay, G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287
design patterns

Design Patterns

Onno Kubbe

  • Design Patterns: definition of subject and explanation
  • You will learn how to use Design Patterns in your project
design patterns1
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”

  • What is usability
  • A stakeholders perspective
  • A method of measuring usability
  • The jump to HCI design patterns
usability indicators
Usability indicators
  • Learnability
  • Memorability
  • Speed of performance
  • Error rate
  • Satisfaction
  • Task completion
a users perspective on design patterns
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
pattern languages
Pattern Languages
  • What is a pattern Language

- mental model

  • Structure and organization
    • Connecting patterns by
      • Aggregation
      • Specialization
      • Association
a pattern language for interaction design
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.
  • Posture: news site, portal
  • Experience: shopping, informing, browsing
  • Task: poll, forum, guided tour
  • Action: login, exit, choices
  • A website about dog cognition

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.
  • What have we learned
  • How to
  • Questions
  • 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, (2006)
  • Common ground: a pattern language for human-computer interaction:
  • (2006)