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User Interface Design

User Interface Design. Make Your Program Easy to Use and Look Good. Interface Design. Three types of interfaces System to external context Subsystem to subsystem (internal) System to user. User Interface Models. User Model: What the user is like Design Model: What the designer intended

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User Interface Design

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  1. User Interface Design Make Your Program Easy to Use and Look Good

  2. Interface Design • Three types of interfaces • System to external context • Subsystem to subsystem (internal) • System to user

  3. User Interface Models • User Model: What the user is like • Design Model: What the designer intended • Implementer’s Model: What the programmer built • Mental Model (or System Perception): What the user thinks the application is like • Goal: harmony between the mental model, the implementer’s model and the design model

  4. Know Your User • Age, gender, physical capability, education, vocation, culture, nationality, motivation, preferences, experience level • Do your requirements document reflect the characteristics of your typical user? • If not, you risk missing the correct abstraction for the UI or miss an opportunity to use a helpful metaphor to enhance user understanding and acceptance.

  5. “Golden Rules” for UI Design • Place User in Control • Use modes w/o forcing unnecessary action • Be flexible: keyboard, mouse, voice, etc. • Allow interruptions and undoing • Streamline: allow macros and shortcuts • Hide details use the correct abstraction • Implement direct manipulation • Reduce the User’s Memory Load • Don’t require memory of past actions • Establish meaningful defaults • Make mnemonics mnemonic (Alt-S for “Save”) • Use a real-world metaphor • Disclose information or functions progressively • Make the Interface Consistent • Provide indicators about system context • Be consistent across families of applications • Adhere to “defacto” practices (e.g., cut, copy, and paste)

  6. UI Design Cycle • Analyze user, task, behavioral, and environmental requirements • Create user scenarios • Design UI look and feel • Prototype • Evaluate • Modify • Implement

  7. Additional Points of Emphasis • Info on usability (pg 317 7/e, pg 329 6/e) • Prescriptive advice on UI design steps, (section 11.4, pgs 328-335 7/e, section 12.4 pgs 341-349 6/e) • When UI screen layout should occur (pg 329 7/e, pg 342 6/e) • Balance between UI sketches and prototyping (see “advice” pg 330 7/e, pg 343 6/e) • Four major design issues (response, help, error handling, menuing), plus two (pgs 331-334 7/e, pgs 345-348 6/e) • UIs are evaluated both quantitatively and qualitatively (pg 343 7/e, pg 350 6/e)

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