ITEC 3230 Prototyping and User Interface Design Notes
Announcements
Mid-term exam: 1 hour, covers all previous lectures plus today’s lecture.
Exam Question Types
True/False Examples:
Horizontal prototypes include in-depth functionality for a few selected features.
Multiple Choice Example: What interaction style supports the recognition rather than recall principle?
Brief Explanation: Compare and contrast between simple observation and think-aloud protocol.
Interface Critiques: Identify design principle violations in a sample interface.
Conceptualizing Interaction
Orientation: Ask specific questions about the conceptual model's understanding.
Open-mindedness: Avoid narrow focus early in the design process.
Common Ground: Establish a set of commonly agreed terms to avoid assumptions.
User Reactions to Technology
3D TV Example:
Will people wear special glasses in their living rooms? Mixed responses expected about clarity and user comfort.
Conceptual Model
High-level description of a system's organization and operation involving:
Metaphors/Analogies: Use familiar references, e.g., icons, tables.
Concepts: Define core ideas like saving and organizing.
Relationships: Understanding the problem space and design space.
Interface Styles and Interaction Types
Types of Interfaces:
Command Language: Intended for expert users.
Direct Manipulation: Emphasizes physical actions and immediate feedback (Shneiderman 1983).
Menus and Forms: High learnability, offering recognition over recall.
Speech Dialog: Suitable for novice users but may lack clear affordances.
Prototyping Process
Identification: Identify users and their tasks.
Requirements: Decide which tasks and users the design supports.
Design: Create design representations and dialog sequences.
Evaluations: Test the prototype through user interaction.
Participatory Design
Users as first-class members in the design process.
Benefits include leveraging users’ extensive contextual knowledge.
Challenges include cost and user reluctance to engage.
Prototyping Methods
Low-Fidelity Prototyping: Quick paper prototypes to brainstorm designs and elicit user feedback.
Medium-Fidelity Prototypes: More detailed simulations that can test subtle design issues but may limit user engagement.
High-Fidelity Prototypes: Fully functional systems used for usability testing.
Wizard of Oz Method: Simulates a system that currently does not exist, allowing feedback on conceptual design.
Evaluation Techniques
Heuristic Evaluation: Checklist of design principles to assess usability.
Cognitive Walkthrough: Focuses on how well new users can navigate the interface through task sequences.
Predictive Models: Estimate the efficiency of designs using metrics like GOMS and Fitts' law.
Design Principles
Visibility: Ensure users are aware of system actions.
Affordances: Design elements should suggest their usage.
Constraints: Help prevent user errors involving incorrect selections.
Consistency: Maintain similar operations across platforms and applications.
Simplicity: Streamline designs to convey messages without unnecessary complexity.
Learnability: Utilize familiar metaphors and concepts to aid user understanding.
Visual Design Elements
Layout: Group related items, use whitespace effectively, establish hierarchy.
Color: Maintain few colors for clarity, avoid saturation to prevent fatigue.
Typography: Understand differences between serif and sans serif fonts, use consistent fonts across a design.
Summary of Evaluation Approaches
Participatory Design: Involves users actively; may require more resources.
Analytical Evaluations: Utilize heuristics and cognitive tests without real user interaction to assess systems.