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©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 1
User interface design
Designing effective interfaces for software systems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 4
The user interface System users often judge a system by its
interface rather than its functionality A poorly designed interface can cause a user to
make catastrophic errors Poor user interface design is the reason why so
many software systems are never used Software engineers generally must do interface
design
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 5
Importance of User Interface “Most important part of any computer system”
• “Interface is the system for most users”
Increasingly important• GUIs a big improvement over previous approaches
• Platforms (e.g. Mac/ Microsoft) have style guides
• 50% of code devoted to interface
Interface should “disappear” – users can focus on their task, not the interface
Biggest enemy of good interface design is time
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 6
Benefits of Good Design Small improvements can be worth big $$$
• Book e.g. if users work 1 sec slower on each of 4.8 million screens per year, need almost an extra person
• Book e.g.s Redesigns have improved productivity 20%, 25%, 40%, 50% …
• IBM - $1 invested in usability returns $10-$100
Interface problems are treated as bugs• Pressman - $1 fix during design, $10 fix during development, $100 fix after release
Big Improvements can establish new products, companies, markets …• the browser was a UI idea – before it, search using gopher etc was tedious.
• AOL was successful because it was more user friendly than early leader CompuServe.
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 7
Graphical user interfaces Most users of business systems interact with these
systems through graphical interfaces although, in some cases, legacy text-based interfaces are still used
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 8
GUI characteristics
•Windows
•Icons
•Menus
•Pointing
•Graphics
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 9
GUI advantages They are easy to learn and use. The user may switch quickly from one task to
another and can interact with several different applications.
Fast, full-screen interaction is possible with immediate access to anywhere on the screen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 10
User-centred design The aim of this chapter is to sensitise software
engineers to key issues underlying the design rather than the implementation of user interfaces
User-centred design is an approach to UI design where the needs of the user are paramount and where the user is involved in the design process
UI design always involves the development of prototype interfaces
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 11
User interface design process
Executableprototype
Designprototype
Produce paper-based design
prototype
Producedynamic design
prototype
Evaluate designwith end-users
Implementfinal userinterface
Evaluate designwith end-users
Analyse andunderstand user
activities
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 12
15.1 UI design principles UI design must take account of the needs,
experience and capabilities of the system users Designers should be aware of people’s physical
and mental limitations (e.g. limited short-term memory) and should recognise that people make mistakes
UI design principles underlie interface designs although not all principles are applicable to all designs
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 13
User interface design principlesPrinciple Description
User Familiarity Interface should use terms familiar to users
Consistency Comparable operations should be started the same way
Minimal Surprise Users should never be surprised
Recoverability Users should be able to recover from their errors
User Guidance Meaningful feedback, context-sensitive help
User Diversity Should provide for different types of user
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 16
Nielsen’s Ten Usability Heuristics Visibility of system status Match between system and the real world User control and freedom Consistency and standards Error prevention Recognition rather than recall Flexibility and efficiency of use Aesthetic and minimalist design Help users recognize, diagnose, and recover from errors Help and documentation Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 17
Galitz’s Heuristics (Table 14.2)1. Automate unwanted workload2. Reduce uncertainty3. Fuse data4. Present new info with meaningful aid to interpretation5. Use names that are conceptually related to functions6. Group data in consistently meaningful ways to reduce
search time7. Limit data-driven tasks8. Include in displays only info needed by user at a given
time9. Provide multiple coding of data where appropriate10. Practice judicious redundancy Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 18
Galitz’s WWW Heuristics1. Speak the user’s language
2. Be consistent
3. Minimize the user’s memory load
4. Build flexible and efficient systems
5. Design aesthetic and minimalist systems
6. Use chunking
7. Provide progressive levels of detail
8. Give navigational feedback
9. Don’t lie to the user
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 19
15.2 User-system interaction
Two problems must be addressed in interactive systems design• How should information from the user be provided to the
computer system?
• How should information from the computer system be presented to the user?
User interaction and information presentation may be integrated through a coherent framework such as a user interface metaphor
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 20
Interaction styles Direct manipulation Menu selection Form fill-in Command language Natural language
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 21
Direct manipulation advantages Users feel in control of the computer and are less
likely to be intimidated by it Fast and intuitive interaction User learning time is relatively short Users get immediate feedback on their actions
so mistakes can be quickly detected and corrected
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 22
Direct manipulation problems The creation of an appropriate information
space model (metaphor) for real world tasks and objects can be very difficult
Given that users have a large information space, what facilities for navigating around that space should be provided?
Direct manipulation interfaces can be complex to program and make heavy demands on the computer system
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 23
Direct Manipulation Applications Games CAD systems Files and Folders
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 25
Menu systems Users make a selection from a list of
possibilities presented to them by the system The selection may be made by pointing and
clicking with a mouse, using cursor keys or by typing the name of the selection
May make use of simple-to-use terminals such as touchscreens
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 26
Advantages of menu systems Users need not remember command names as
they are always presented with a list of valid commands
Typing effort is minimal User errors are trapped by the interface Context-dependent help can be provided. The
user’s context is indicated by the current menu selection
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 27
Problems with menu systems Actions which involve logical conjunction (and)
or disjunction (or) are awkward to represent Menu systems are best suited to presenting a
small number of choices. If there are many choices, some menu structuring facility must be used
Experienced users find menus slower than command language
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 28
Menu System Applications Most general purpose systems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 29
Form-based interface
Title
Author
Publisher
Edition
Classification
Date ofpurchase
ISBN
Price
Publicationdate
Number ofcopies
Loanstatus
Orderstatus
NEW BOOK
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 30
Forms-based Systems Advantages Simple data entry Easy to learn
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 31
Forms-based Systems Disadvantages Takes up a lot of screen space
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 32
Forms-based Systems Applications Most systems involving significant data entry
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 33
Command interfaces
User types commands to give instructions to the system e.g. UNIX, DOS
Advantages:• Powerful and flexible – good for experts
• Easy to process using compiler techniques
• Commands of arbitrary complexity can be created by command combination
• Concise interfaces requiring minimal typing can be created
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 34
Problems with command interfaces Users have to learn and remember a command
language. Command interfaces are therefore unsuitable for occasional users
Users make errors in command. An error detection and recovery system is required
System interaction is through a keyboard so typing ability is required
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 35
Command languages Often preferred by experienced users because
they allow for faster interaction with the system Not suitable for casual or inexperienced users May be provided as an alternative to menu
commands (keyboard shortcuts). In some cases, a command language interface and a menu-based interface are supported at the same time
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 36
Natural language interfaces The user types a command in a natural language.
Generally, the vocabulary is limited and these systems are confined to specific application domains (e.g. timetable enquiries)
NL processing technology is now good enough to make these interfaces effective for casual users but experienced users find that they require too much typing
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 38
15.3 Information presentation Information presentation is concerned with
presenting system information to system users The information may be presented directly (e.g.
text in a word processor) or may be transformed in some way for presentation (e.g. in some graphical form)
The Model-View-Controller approach is a way of supporting multiple presentations of data
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 39
Information presentation
Information tobe displayed
Presentationsoftware
Display
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 41
Information presentation
Static information• Initialised at the beginning of a session. It does not
change during the session
• May be either numeric or textual
Dynamic information• Changes during a session and the changes must be
communicated to the system user
• May be either numeric or textual
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 42
Information display factors Is the user interested in precise information or
data relationships? How quickly do information values change?
Must the change be indicated immediately? Must the user take some action in response to
a change? Does the user need to interact with the displayed info via
a direct manipulation interface? Is the information textual or numeric? Are relative values
important?
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 43
Alternative information presentations
0
1000
2000
3000
4000
Jan Feb Mar April May June
Jan2842
Feb2851
Mar3164
April2789
May1273
June2835
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 44
Analogue vs. digital presentation Digital presentation
• Compact - takes up little screen space
• Precise values can be communicated
Analogue presentation• Easier to get an 'at a glance' impression of a value
• Possible to show relative values
• Easier to see exceptional data values
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 45
Dynamic information display
1
3
4 20 10 20
Dial with needle Pie chart Thermometer Horizontal bar
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 46
Displaying relative values
0 100 200 300 400 0 25 50 75 100
Pressure Temperature
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 47
Textual highlighting
The filename you have chosen has beenused. Please choose another name
Ch. 16 User interface design!
OK Cancel
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 48
Data visualisation Concerned with techniques for displaying large
amounts of information Visualisation can reveal relationships between entities
and trends in the data
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 49
15.3.1 Colour displays Colour adds an extra dimension to an interface
and can help the user understand complex information structures
Can be used to highlight exceptional events Common mistakes in the use of colour in
interface design include over-use of colour in the display
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 50
Colour use guidelines Don't use too many colours Use colour coding to support user tasks Allow users to control colour coding Design for monochrome then add colour Use colour coding consistently Avoid colour pairings which clash Use colour change to show status change Be aware that colour displays are usually lower
resolution
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 51
15.4 User support User guidance covers all system facilities to
support users including on-line help, error messages, manuals etc.
The user guidance system should be integrated with the user interface to help users when they need information about the system or when they make some kind of error
The help and message system should, if possible, be integrated
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 53
Error messages Error message design is critically important.
Poor error messages can mean that a user rejects rather than accepts a system
Messages should be polite, concise, consistent and constructive
The background and experience of users should be the determining factor in message design
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 54
Design factors in message wordingContext The user guidance system should be aware of what the user is
doing and should adjust the output message to the currentcontext.
Experience As users become familiar with a system they become irritatedby long, ‘meaningful’ messages. However, beginners find itdifficult to understand short terse statements of the problem.The user guidance system should provide both types of messageand allow the user to control message conciseness.
Skill level Messages should be tailored to the user’s skills as well as theirexperience. Messages for the different classes of user may beexpressed in different ways depending on the terminology whichis familiar to the reader.
Style Messages should be positive rather than negative. They shoulduse the active rather than the passive mode of address. Theyshould never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiarwith the culture of the country where the system is sold. Thereare distinct cultural differences between Europe, Asia andAmerica. A suitable message for one culture might beunacceptable in another.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 55
Design factors in message wording Context Experience Skill Level Style Culture
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 57
System and user-oriented error messages
Error #27
Invalid patient id entered?OK Cancel
System-oriented error message
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 58
user-oriented error messages
Patient J . Bates is not registered
Click on Patients for a list of registered patientsClick on Retry to re-input a patient nameClick on Help for more inf ormation
Patients Help Retry Cancel
User-oriented error message
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 59
Help system design Help? means ‘help I want information” Help! means “HELP. I'm in trouble” Both of these requirements have to be taken
into account in help system design Different facilities in the help system may be
required
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 60
Help information Should not simply be an on-line manual Screens or windows don't map well onto paper
pages. The dynamic characteristics of the display can
improve information presentation. People are not as good at reading screen as
they are paper text. Content should be prepared with help of application
specialists Content should not be too large – don’t overwhelm user
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 61
Help system use Multiple entry points should be provided so that
the user can get into the help system from different places.
Some indication of where the user is positioned in the help system is valuable.
Facilities should be provided to allow the user to navigate and traverse the help system.
Index, TOC, and Search should be provided
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 62
Entry points to a help system
Help frame network
Top-levelentry
Entry from errormessage system
Entry fromapplication
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 63
Help system windows
Mail redirection
Mail may be redirected to anothernetwork user by pressing theredirect button in the controlpanel. The system asks for thename of the user or users towhom the mail has been sent
next topicsmore
Mail redirection
Mail may be redirected to anothernetwork user by pressing theredirect button in the controlpanel. The system asks for thename of the user or users towhom the mail has been sent
Help frame map
You are here
Help history
1. Mail2. Send mail3. Read mail4. Redirection
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 64
Help on WWW
Easy to implement Easy for users to use Difficult to link to applications themselves
• users may need to make extra effort to get to help• Help doesn’t know context where you needed help
– cannot provide context sensitive help
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 65
5.4.3 User documentation As well as on-line information, paper
documentation should be supplied with a system Documentation should be designed for a range of
users from inexperienced to experienced As well as manuals, other easy-to-use
documentation such as a quick reference card may be provided
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 66
User document types
Description ofservices
Functionaldescription
Systemevaluators
How to installthe system
Installationdocument
Systemadministrators
Gettingstarted
Introductorymanual
Noviceusers
Facilitydescription
Referencemanual
Experiencedusers
Operation andmaintenance
Administrator’sguide
Systemadministrators
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 68
15.5 User interface evaluation Some evaluation of a user interface design
should be carried out to assess its suitability Full scale evaluation is very expensive and
impractical for most systems Ideally, an interface should be evaluated against a
usability specification. However, it is rare for such specifications to be produced
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 69
Usability attributes
Attribute DescriptionLearnability How long does it take a new user to
become productive with the system?Speed of operation How well does the system response match
the user’s work practice?Robustness How tolerant is the system of user error?Recoverability How good is the system at recovering from
user errors?Adaptability How closely is the system tied to a single
model of work?
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 70
Things to Test
Conformance with a requirement Conformance with guidelines for good design Identification of design problems Ease of system learning Retention of learning over time Speed of task completion Speed of need fulfillment Error rates Subjective user satisfaction Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 71
…System - User Interface Design Goals 5 human factors central to community evaluation:
1. Time to learn
2. Speed of performance
3. Rate of errors by users
4. Retention over time
5. Subjective satisfaction
Trade-offs sometimes necessary Test all design alternatives using mock-ups
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 72
Objective Measures of Usability Effectiveness
• Speed of performance, # errors (against some standard)
• Tasks completeable by required pct of target users
Learnable• Time to learn, amount of training and tech support needed (against some
standard)
• Relearning time for intermittent users
Flexible Subjective satisfaction
• Tiredness, discomfort, frustration, effort required, willingness/eagerness to use system
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 73
Simple evaluation techniques Questionnaires for user feedback Video recording of system use and subsequent
tape evaluation. Observation of users at work with system and “thinking
aloud” about how they are trying to use system Instrumentation of code to collect information
about facility use and user errors. The provision of a gripe button for on-line user
feedback.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 74
Kinds of Tests Guidelines review Heuristic evaluation (will be covered last due to
extensive coverage) Cognitive walkthrough Think aloud evaluations Usability test Classic experiments Focus groups
Galitz
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 75
Elements of Discount Usability Engineering
Scenarios Simplified Thinking Aloud Heuristic Evaluation
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 76
Scenarios Take prototyping to extreme – reduce functionality AND number
of features Small, can afford to change frequently Get quick and frequent feedback from users Compatible with interface design methods
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 77
Simplified Thinking Aloud Bring in some users, give them tasks, have them
think out loud Fewer users in user testing
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 78
Heuristic Evaluation
Context – part of iterative design Goal – find usability problems Who – small set of evaluators How – study interface in detail, compare to small set of
principles
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 79
How to Conduct a Heuristic Evaluation
More than one evaluator to be effective. Each evaluator inspects the interface by themselves General heuristics may be supplemented Results can be oral or written Evaluator spends 1-2 hours with interface Evaluator goes through interface > 1 time Evaluators may follow typical usage scenarios Interface can be paper
Nielsen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 82
Norman’s Four Principles of Good Design
State and the action alternatives should be visible Should be a good conceptual model with a
consistent system image Interface should include good mappings that
reveal the relationships between stages User should receive continuous feedback
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 83
Galitz’s Principles of User Interface Design
To follow … alphabetically (following book)
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 84
Aesthetically Pleasing Meaningful contrast between screen elements Create groupings Align screen elements and groups Provide 3 dimensional representation Use color and graphics effectively and simply
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 85
Clarity Visual elements Functions Metaphors Words and text
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 86
Compatible With the user With the task and job With the product (past systems)
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 87
Comprehensibility User should easily be able to determine:
• What to look at
• What to do
• When to do it
• Where to do it
• Why to do it
• How to do it
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 88
Configurability Users should be able to set preferences Good Default Settings should be provided for
non-tinkerers
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 89
Consistency One of Shneiderman’s 8 golden rules for interface
design Similar components should
• Have similar look
• Operate similarly
Same action should always produce the same result Function of elements should not change Position of standard elements should not change Same terminology used for same thing throughout Standards and Guidelines increase the odds of
consistency
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 90
Control User should control the interaction
• Actions initiated by user
• Actions performed quickly
• Actions can be interrupted or stopped, and reversed
Context maintained is from the user’s perspective More than one way to do things Avoid modes Configurable
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 91
Directness Provide Direct Manipulation
• user selects an object, then directly performs an action on it
• The effect of action on an object should be immediately visible
• Available alternatives reduces memory load
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 92
Efficiency Minimize eye and hand movements
• Make user actions flow from one to another
• Don’t switch users frequently from keyboard to mouse
Anticipate users wants and needs whenever possible
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 93
Familiarity
Use language and concepts familiar to the user Keep the interface natural Use real world metaphors
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 94
Flexibility compatible with the user’s “skills, experience,
habits, and preferences, and current conditions” Danger: more flexibility increases complexity of
system
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 95
Forgiveness Prevent errors from occurring when possible Tolerate and forgive common and unavoidable
human errors When an error occurs, provide constructive error
messages Protect against catastrophic errors
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 96
Predictability User should be able to anticipate the flow of the
task Expectations should be fulfilled
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 97
Recovery System should permit:
• Commands or actions to be abolished or reversed
• Immediate return to a certain point if difficulties arise
Users should never lose work due to:• An error on their part
• Hardware, software, or communication problems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 98
Responsiveness Respond rapidly to user requests Provide acknowledgement of user actions Beginners need more / more informative feedback
than experts do
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 99
Simplicity Provide as simple an interface as possible
• Progressive disclosure
• Defaults
• Minimize screen alignment points
• Make common actions simple
• Provide consistency
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 100
Transparency Allow user to focus on the task, not the interface
• Basic principle of direct manipulation
• Use user’s task vocabulary
• Design interface based on task analysis
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 101
Trade-offs Final Design will always represent a series of
trade-offs People’s requirements always take precedence
over technical requirements