ACS 3916 FINAL

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139 Terms

1
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why bad design happens

  • do you have the same skills and knowledge of the typical users?

  • are you using design in its real-world usage setting?

  • many biases creep up that impact out ability to properly design

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characteristics of a good interface

  • people feel satisfied when they use them

  • people can complete their tasks error free

  • people can complete their needed tasks in a reasonable time

  • people can learn how to use the system and its functionalities

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interface vs interaction

  • interface

    • what a person can touch, use, read

      • ex: monitor, smartphone, laptop, chair, door

      • the thing that we can interact with

  • interaction

    • the dialogue between a person and an object

      • ex: swipe, tap, sitting down, pushing, pulling

      • the thing we do with or to the interface 

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interaction cycle

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gulf of execution

  • the way the user must translate their plans into input that the system can understand is not always natural or intuitive.

  • a gulf of execution arises when the user has difficulties providing instructions that are executable by the system

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gulf of execution causes

  • lack of clear and concise instructions

  • complex or confusing user interfaces or overly simplified interfaces

  • limited user skills or experience

  • technical limitations or hardware

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gulf of execution consequences

  • user frustration and confusion

  • increased effort

  • decreased effectiveness and efficiency

  • reduced enjoyment and satisfaction

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gulf of evaluation

  • arises when the user has trouble interpreting the system output, considering their goals

<ul><li><p>arises when the user has trouble interpreting the system output, considering their goals</p></li></ul><p></p>
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gulf of evaluation causes

  • lack of clear and meaningful feedback

  • poorly designed graphical user interfaces

  • limited user knowledge or experience

  • technical limitations or error

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gulf of evaluation consequences

  • user uncertainty and confusion

  • increased effort

  • decreased confidence and trust

  • decreased effectiveness of the system or interface

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5 primary requirements

  1. functional

  2. data

  3. environmental (context of use)

  4. usability

  5. user experience

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functional requirements

  • what should the product do?

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data requirements

  • what kinds of data need to be accessed and stored?

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environmental requirements

  • in what circumstances will the product be expected to operate?

  • there are physical, social, support and technical constraints

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environment requirements - physical

  • what lighting, noise, movement, dust, clothing, temperature is expected in the physical environment

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environment requirements - social

  • are social aspects a consideration?

    • synchronous or asynchronous

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environment requirements - support

  • what supports should be available

  • will assistance be needed to use the system and how will it be obtained?

    • should help be automated

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environment requirements - technical

  • what technologies will your system run on and what technological limitations exist?

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usability goals

  • effectiveness

  • efficiency

  • safety

  • utility

  • learnability

  • memorability

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usability goals - effectiveness

  • is the system doing what it is supposed to?

    • often measured using task completion rates and error rates

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usability goals - efficiency

  • how much time will it take users to perform tasks?

    • typically considered once they have become familiarized with the interface

    • generally the more steps it tales to carry out a task, the less efficient a system is

  • once users have learned how to use a product to carry out their tasks, can they sustain high level of efficiency? can they improve their efficiency?

    • measured by time to complete a task, number of individual operations

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usability goals - safety

  • involves protecting the user from dangerous conditions and undesirable situations

    • need to provide means from recovering from errors, undo operations, confirmation dialogs

  • what is the range of errors that are possible using the product? what measures are there to permit users to recover easily from them?

  • evaluation criteria: number of errors and time to recover from errors

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usability goals - utilitty

  • provide sufficient functionality to accommodate a range of user tasks, without complex workarounds

  • does the user interface provide sufficient functionality for the users to carry out tasks as naturally as possible? does it provide the features you need to work well?

    • criteria: availability of core tasks

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usability goals - learnability

  • how easy is the user interface to learn?

    • this is often balanced with identifying the time users are willing to spend to learn the system

  • is it possible for the user to work out how to use the interface by exploring and trying certain actions? how hard will it be to learn the whole set of functions in this way? should we consider primary or secondary actions separately?

  • criteria: time to learn a tasks, errors made in learning a task

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usability goals - memorability

  • once learned, how easy is the system to remember

    • can we help users remember with aids and appropriately designed icons, action groupings

  • will users remember all steps needed to carry out a task? what types of interface support have been provided to help users remember how to carry out tasks?

  • criteria: errors made in carrying out a task after a system has been learned and time taken to complete a task

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user experience requirements

  • usability is more about utility and ease of use, user experience is about us

  • humans have emotions and mental states which impact the success of an interface'

    • boredom, frustration, anger, excited, satisfied

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categorizing stakeholders

  • people who have an interest in the design of the interface as stakeholders

  • 3 categories

    • primary - frequent hands-on users

    • secondary - occasional users

    • tertiary - affected by introduction of interface

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user factors affect the design of our interfaces

  • age - reduce number of tasks, big buttons, minimal design

  • diverse abilities - colour consideration, sounds

    • culture - icons and colour

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other user characteristics

  • motivations

  • goals

  • pain points

  • behaviours

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experience can be further divided

  • novices - provide high visibility of functions and prompts, keep interface constrained

  • intermediate - show reminders and tips, offer flexibility

    • experts - provide shortcuts, customization, access and power

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user centred design - investigate

  • goal is to learn about the users

    • discover their goals

    • realize their lived experiences and expectations

    • understand their preferences

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investigate questions

  • who are our users?

  • who are the other stakeholders involved?

  • what are the requirements of the system?

  • what are the requirements of the system?

  • how do users accomplish it now? how long does it take?

  • what do users want? what do they need?

  • what have they tried? what solutions have they found?

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investigate methods

  • personas

  • user scenarios

  • interview

  • focus groups

  • user surveys

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user centred design: ideate

  • goal is to generate lots of ideas

  • there are systemic ways to ideate which can increase chances of success

  • create as many unique ideas as possible

    • then increment those ideas (10+10)

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ideate methods

  • brainstorming

  • sketching

  • affinity diagrams or card sorting

  • play-acting

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user centred design - prototype

  • goal is to quickly test an idea without spending time or money on full development

  • are easier for users to provide feedback on rather than abstract concepts or ideas

  • will quickly bring subtleties and nuances to light that you probably hadn’t considered

  • technical constraints keep the scope reasonable 

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prototype methods

  • paper prototypes

  • screenshots

  • video or design mockups

  • functional prototypes

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user centred design - evaluate

  • did we build the right thing?

  • allows you to determine how well your interface performs when given to users

  • gives you a point from which to branch back to any of the previous steps

    • what needs to be fixed, added, removed?

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evaluate methods

  • usability testing

  • lab experiments

  • real-world deployment

    • cognitive walkthroughs and heuristic evaluations

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user centred design - produce

  • many steps to production - we don’t cover

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personas

  • consolidate descriptions of user behaviours into representative individual profiles to humanize design focus, test scenarios and help with our interaction design

  • a persona will have:

    • details that accurately reflect the features of the group

    • rich descriptions

    • life-like personality

  • typically built from detailed qualitative data

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creating a persona

1. identify behaviours: activities, attitudes, aptitudes and skills, motivations

2. map persona to behavioural variables: accurately represent the way multiple people cluster through 1 persona

3. synthesize background, work experience, relevant goals, motivations, personality traits, likes/dislikes, pain points

4. check for redundancy and completeness

5. expand descriptions through third person narrative

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user stories

  • one sentence story told from the users point of view to inspire and inform design decisions

  • ex: as a (type of user), I want to (action), so that (why)

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scenarios

  • an informal narrative/story of how a task is accomplished from a users pov

  • helps define when, where, and how the story of a persona takes place

  • describe the persons goals, as well as their daily activities and tasks

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scenario granularity

  • meant as an ideation tool for design and requirement gathering

  • if too much detail is added we risk ideation that is too specific to the one scenario

  • keep scenarios high-level and avoid design specifics

  • only a few general references to the persona

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IDEO - Look

  • observe people to discover what they do rather than what they say they do

  • direct observation:

    • allows you to be an insider or an outsider

    • good for understanding the nature and context of tasks

    • requires time and commitment

  • indirect observation:

    • good for tracking users activities

  • ex: fly on the wall, day in the life

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IDEO - fly on the wall

  • how: observe and record behaviour within its context, without inferring with peoples activities

  • why: useful to see what people actually do within real contexts and time frames, without your influence

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IDEO - behavioural archaeology

  • how: look for evidence of peoples activities inherent in the placement, wear patterns and organization of things

  • why: this more closely revels how artifacts and environments figure in people’s lives, highlighting habits and values

<ul><li><p>how: look for evidence of peoples activities inherent in the placement, wear patterns and organization of things</p></li><li><p>why: this more closely revels how artifacts and environments figure in people’s lives, highlighting habits and values</p></li></ul><p></p>
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<p>IDEO - shadowing</p>

IDEO - shadowing

  • how: tag along with people to observe and understand their interactions, routines and contexts

  • why: can reveal design opportunities and show how a product may complement or affect a user’s b behaviour

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IDEO - rapid ethnography

  • how: spend as much time as you can with people relevant to the design topic. establish their trust to visit and/or participate in their natural habitat and witness specific activities

  • why: this is a good way to achieve a deep firsthand understanding of habits, rituals, natural language, and meanings around activities and artifacts

  • cooperation of people being observed is required

  • data analysis and refinement of collection methods is continuous as understanding grows

  • can produce a huge amount of data

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IDEO - photo/video capture - still photo survey

  • how: follow a planned shooting script and capture pictures of specific objects, activities, etc.

  • why: visual evidence can be user to uncover patterns of behaviour and use of a product

<ul><li><p>how: follow a planned shooting script and capture pictures of specific objects, activities, etc.</p></li><li><p>why: visual evidence can be user to uncover patterns of behaviour and use of a product</p></li></ul><p></p>
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IDEO - ask

  • looking gives you insight into the state of someones environment and their use of an interface, but doesn’t tell you why

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IDEO - surveys and questionnaires

  • how: ask a series of targeted questions in order to ascertain particular characteristics and perceptions of users

  • why: this is a way to quickly elicit answers from a large number of people

  • can contain a mix of open and closed questions - associated with qualitative and quantitative data

  • design of questionnaire is crucial

  • concision - questions should be clear and specific

  • closed questions - when possible ask closed questions and offer a range of answers

  • order - general questions should precede specific ones

  • instructions - provide clear instructions

  • compounding - avoid compounding questions

  • leading questions - do not lead participants with either your question or answers

  • types of questions

    • binary - yes/no

    • multiple choice - select 1

    • multiple choice - select all that apply

    • open-ended

    • rating scales

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IDEO - card sort

  • how: on separate cards name possible features, functions, items or design attributes. ask people to organize the cards spatially in a way that makes sense to them

  • why: this helps to expose peoples mental models of elements of an interface. their organization will reveal expectations and priorities that you can then consider 

  • works well when rethinking or ideating an info arch., flow of interactions or a group of functionalities

  • not meant as an evaluation technique for current systems

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IDEO - narration

  • how: participants perform a task, ask them to describe aloud what they are thinking

  • why: useful way to find out motivations, concerns, perceptions and reasoning

    • helps understand a persons thought process and understandings of how something works

  • beneficial as an accompaniment to Look methods previously discussed

  • great tool when testing prototypes

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IDEO - learn

  • we have info from looking and asking - now make sense of the data

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IDEO - task analysis

  • scenarios

    • get inside the head-space, contact, situation of the person who will be using the interface

  • create concrete, simple, representations of a task to be done

  • more explicit and focused than scenarios

  • mainly done to investigate an existing task

  • perfect for working through functionality and interface ideas

  • can use it to evaluate your interface

<ul><li><p>scenarios </p><ul><li><p>get inside the head-space, contact, situation of the person who will be using the interface</p></li></ul></li><li><p>create concrete, simple, representations of a task to be done</p></li><li><p>more explicit and focused than scenarios</p></li><li><p>mainly done to investigate an existing task</p></li><li><p>perfect for working through functionality and interface ideas</p></li><li><p>can use it to evaluate your interface</p></li></ul><p></p><p></p>
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IDEO - secondary research

  • how: review articles, papers, documentation and applications pertinent to your interface to develop an informed pov on the design issues

  • why: useful way to ground observations and to develop a pov on the state of the art

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IDEO - try

  • try alongside your users while looking and asking to get a better sense of the interactions they have

  • try techniques once you start getting ideas to test them early for their feasibility

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IDEO - try it yourself

  • how: use the product or prototype you are designing for

  • why: trying the product being designed prompt the team to appreciate the experience actual users will have

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IDEO - empathy tools

  • how: use tools like clouded glasses and weighted gloves to experience processes as though you yourself have the abilities of different users

  • why: this is an easy way to prompt an empathetic understanding of a variety of users

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user centred design: ideate goals

  • generate lots of ideas

  • notice issues and potential solutions

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sketching attributes

  • quick - quick and easy to make

  • timely - can be easy to provide when needed

  • inexpensive - cost shouldn’t inhibit explorations

  • disposable - if you can’t throw it away, it probably isn’t a sketch

  • plentiful - final ideas tend to exist together with earlier sketches

  • open - rough and fluid sketches provide openness and freedom

  • constrained resolution - meant only to convert purpose or concept, does not need to offer high resolution

  • ambiguous - early on, can afford the generation of new ideas

  • explore not confirm - value lies in the concept not the actual sketch

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8+8 sketching

  • each team member sketches 8 unique ideas on their own

  • come together and discuss and choose a handful of your favourite ideas

  • for each shortlisted sketch/idea, each team member sketches 8 unique variations

  • choose most appropriate

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user centred design: prototype

  • tangible creation of artifacts at various levels of resolution for development and testing ideas

  • can take many forms:

    • cardboard, foam, software, video, clay, paper

  • defined less by form and more by function

  • now trying to make our ideas real

  • would be:

    • fast, disposable, focused

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why prototype?

  • communication - invigorates discussion among stakeholders

  • clarify/refine requirements - once a stakeholder can see, hold, touch, interact you realize more than from a drawing

  • learning and problem solving - may quickly realize an idea doesn’t work

  • reflect and answer questions - easy to iterate and choose alternatives now rather than later

  • save time and money - cheaper than full production

  • persuade 

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what to prototype?

  • whatever you’re unsure of in your deign?

    • workflow, task design

    • screen layouts and information display

    • graphical design, look and feel

    • technical aspects

    • difficult, controversial, critical areas

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when to prototype?

  • to get out of a rut, focus discussion, reach agreement

  • when you need to communicate ideas

  • when you have questions and can’t proceed until they are answered

    • functionality - tasks, structure, clarity, completeness

    • appearance - branding, aesthetics, colours, shapes, icons

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prototyping phases

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prototyping : fidelity

  • fidelity speaks to how close the prototype / medium is to the final design / product

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prototyping : low fidelity

  • meant to be rough, quick to build, easy to change and throw away

  • uses a medium which is unlike the final medium - paper, cardboard, etc. 

  • purposes:

    • proof of concepts

      • will help to generate and narrow requirements

      • will flesh out critical interaction issues early on

    • facilitate communication with stakeholders

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prototyping : high fidelity

  • meant to be more like the final product

    • increased completeness and detail with higher degree of functionality, polish, interaction, visual design

  • purposes:

    • conveys a “closer-to final” design which requires very little interactive imagination from the stakeholder

    • typically, can be used to gather usability and user experience metrics

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low and high fidelity pros and cons

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Scoping prototypes

  • thought of as two-dimensional and sitting along a spectrum which involves compromises

    • low > medium > high

    • horizontal vs vertical

  • horizontal

    • provides a superficial interface with no underlying functionality for a range of different functions

  • vertical

    • provide a functionality and detail for only a few select functions which can more rigorously be tested

<ul><li><p>thought of as two-dimensional and sitting along a spectrum which involves compromises</p><ul><li><p>low &gt; medium &gt; high</p></li><li><p>horizontal vs vertical</p></li></ul></li><li><p>horizontal</p><ul><li><p>provides a superficial interface with no underlying functionality for a range of different functions</p></li></ul></li><li><p>vertical</p><ul><li><p>provide a functionality and detail for only a few select functions which can more rigorously be tested</p></li></ul></li></ul><p></p>
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prototype lifetime - 3 integration methods

  • three methods of managing integration of a prototype

    • evolutionary - prototype is altered to incorporate changes and eventually becomes the final product

    • modular - product is built as separate prototypes and then added to the final product

    • throw-away - prototype serves to enable user research and discovery and is then discarded

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design principles

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design principles - visibility

  • make sure core user functions are clearly apparent

    • this also means they should be discoverable ex: toolbars, floating buttons

  • hide secondary user functions

  • visible properties guide users as to what to do next

<ul><li><p>make sure core user functions are clearly apparent</p><ul><li><p>this also means they should be discoverable ex: toolbars, floating buttons</p></li></ul></li><li><p>hide secondary user functions</p></li><li><p>visible properties guide users as to what to do next</p></li></ul><p></p>
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design principles - feedback

  • continuously inform the user about what the system is doing

  • let the user know how the system interpreted input

  • user should always be aware of what is going on

  • feedback should be as specific as possible based on the users input and current context

  • longer jobs, the more detail that you can provide the better

  • should be in the users language and provide solutions

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design principles - feedback guidelines

  • when options are present, be very clear

  • use simple, positive, user-centred and application / context specific language

  • use action verbs instead of ok, yes, no to address the concern

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design principles - memory

  • promote recognition over recall

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design principles - affordance

  • physical objects offer “real” affordances, interfaces exhibit “perceived” affordances

<ul><li><p>physical objects offer “real” affordances, interfaces exhibit “perceived” affordances</p></li></ul><p></p>
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design principles - mapping

  • relate controls to the intuitive understanding of how they should be used

    • use common icons

    • use natural, logical order based on user expectations

    • offer affordances that indicate actions

      • cursor blinking

      • cursor changing to the pen for drawing

<ul><li><p>relate controls to the intuitive understanding of how they should be used</p><ul><li><p>use common icons</p></li><li><p>use natural, logical order based on user expectations</p></li><li><p>offer affordances that indicate actions</p><ul><li><p>cursor blinking</p></li><li><p>cursor changing to the pen for drawing</p></li></ul></li></ul></li></ul><p></p>
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design principles - mapping : degrees of freedom

  • the number of degrees of freedom is how many dimensions something can be manipulated in

<ul><li><p>the number of degrees of freedom is how many dimensions something can be manipulated in </p></li></ul><p></p>
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design principles - mapping : degree of integration

  • ratio of degrees of freedom of system / part of system to the degrees of freedom of the input device

<ul><li><p>ratio of degrees of freedom of system / part of system to the degrees of freedom of the input device</p></li></ul><p></p>
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design principles - mapping : degrees of compatibility

  • similarity between physical action and response of the object

    • clicking and dragging an object has a high degree of compatibility

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design principles - constraints: 4 kinds

  • restricts the kinds of user actions that can take place, ideally reduces the number of errors that can happen

    • physical

    • cultural

    • semantic

    • logical

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design principles - constraints: physical

  • use properties of the physical world to suggest action

  • physical constraints can also be digital

<ul><li><p>use properties of the physical world to suggest action</p></li><li><p>physical constraints can also be digital</p></li></ul><p></p>
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design principles - constraints: cultural

  • based on cultural norms, can also be brand conventions, that are ideally clear even across cultures

<ul><li><p>based on cultural norms, can also be brand conventions, that are ideally clear even across cultures</p></li></ul><p></p>
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design principles - constraints: semantic

  • rely on the meaning of a situation to control possible actions

<ul><li><p>rely on the meaning of a situation to control possible actions</p></li></ul><p></p>
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design principles - constraints: logical

  • use logic to take advantage of relationships between things and actions

<ul><li><p>use logic to take advantage of relationships between things and actions</p></li></ul><p></p>
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design principles - constraints: tolerance - types of errors

  • no matter how good the design, users will find a way to use it in a way you did not intend.

  • types of errors

    • mistakes

      • conscious deliberations that lead to an error instead of he correct solution

      • intended action leads to unintended result

      • ex: misunderstanding a warning and trying to correct for the wrong thing

    • slips

      • unconscious behaviour that gets misdirected en route to satisfying a goal, often arise from similarity of actions

      • unintended action leads to unintended result

      • ex: clicking on X when meant to minimize

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design principles - constraints: tolerance - types of slips

  • loss of activation - focus or memory lapse while doing the action

  • loss of intention - forgetting the goal partway through

  • omissions due to interpretations - breaking attention

  • omissions due to satisfied goals - forgetting something due to accomplished task

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design principles - constraints: tolerance - mistakes vs slips

  • slips - often occur due to a lapse in attention or a change in routine and when the user is on autopilot and is not devoting full attention

  • mistakes - typically occur when a user does not understand something (often due to incomplete or incorrect information) and takes the wrong action

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design principles - constraints: tolerance - designing for slips and mistakes

  • prevent slips before they occur by eliminating error prone conditions - use constraints

  • allow for user correction through feedback and undo

  • provide valuable error messages that offer ideas

  • lower demands on conscious short-term memory

  • organize content and keep actions short

  • minimize interruptions in the interface and use forcing functions

  • use icons that are different enough from each other

  • capture errors or unintended actions

    • warn - warn people that something unusual happened

    • gag - deal with errors by preventing the user from continuing

    • self-correct - system queues correct action

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design principles - simplicity

  • common tasks should be easy to perform - minimize number of steps

  • use the minimum amount of visual information needed

  • simplicity leads to quickly recognized and understood functionalities

    • less information == less time to process

  • simplicity promotes memorability

    • less to remember

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design principles - matching

  • match between the system and the real world

    • speak the users language

    • any terminology conveyed should be based on the users language for the task

  • use meaningful icons and abbreviations

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design principles - consistency

  • should support consistency in both the appearance and the interactions

    • consistent language / wording and graphics

    • same info / controls / button styles in the same locations

  • style and appearance is repeated to enhance recognition

  • inconsistency can lead to:

    • user frustration

    • increased learning time

    • errors

    • disorientation

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design principles - flexibility

  • users should be free to do what they want and not be restricted by the system

  • should always offer ways out of situations

  • strategies:

    • cancel button

    • undo

    • interrupt / pause

    • quit

    • defaults

    • enable / disable features

    • offer shortcuts - accelerators, navigation jumps, type-ahead

  • many solutions are often unseen / unused by the novice user, but will eventually be discovered and then used as an expert user

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design principles - help

  • not a replacement for bad design

  • for simple systems they are often walk up and use

  • most other systems:

    • feature / function rich

    • users will want to become experts rather than casual users

    • intermediate users can use reminding

  • types of help:

    • tutorial and online tours

    • manuals

    • reminders / tool-tips

    • constraints

    • walkthroughs

    • search

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cognition

  • relates to involving conscious and unconscious activity

  • interacting with technology is cognitive

    • we must consider cognitive abilities and limitations

    • provides insight into what users can and cannot be expected to do

    • helps to identify and explain causes of interaction issues