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Interface Guidelines & PrinciplesInterface Guidelines & Principles
Focus on Users & TasksFocus on Users & Tasks
Not TechnologyNot Technology
Interface Guidelines & PrinciplesInterface Guidelines & Principles
7 principles for Interface Design7 principles for Interface Design1.1. Focus on the users & tasks, not technology.Focus on the users & tasks, not technology.
Easier said than done for programmers.Easier said than done for programmers.
Interface Design vs. DevelopmentInterface Design vs. Development DesignDesign
– Somewhat, creative human activity for interface.Somewhat, creative human activity for interface.– Specifies interfaceSpecifies interface’’s appearance & interactions.s appearance & interactions.– Here is where we do mock ups, specs, etc.Here is where we do mock ups, specs, etc.
DevelopmentDevelopment– Interface production.Interface production.– Implementation of design.Implementation of design.– Here is where Java, C++, HTML, etc. come inHere is where Java, C++, HTML, etc. come in
HCC does bothHCC does both
How to focus on users & tasks?How to focus on users & tasks?
Must asks a few questions in the beginning.Must asks a few questions in the beginning.
WhoWho
For whom is this product or service being For whom is this product or service being designed?designed?
Who are the customers, users, experts, etc.Who are the customers, users, experts, etc.– Customers = Users = Experts ?Customers = Users = Experts ?
What is the background of the users?What is the background of the users?– education, culture, ethics, age, sex, etc.education, culture, ethics, age, sex, etc.
WhatWhat
What is the product or service for?What is the product or service for?– What problem does it solve?What problem does it solve?– What value will it add?What value will it add?
What activity is it intended to support?What activity is it intended to support?– What are the skills/knowledge of the users?What are the skills/knowledge of the users?– What are the motivations for users?What are the motivations for users?
HowHow
How do the users work in the domain now?How do the users work in the domain now?– How will the product or service fit in or replace it?How will the product or service fit in or replace it?
How do users conceptualize the tasks now?How do users conceptualize the tasks now?– How will they conceptualize the tasks later?How will they conceptualize the tasks later?
User Centered DesignUser Centered Design
A way to force yourself to identify and A way to force yourself to identify and consider the relevant human factors in your consider the relevant human factors in your designdesign
Helps reduce the number of decisions made Helps reduce the number of decisions made out of the blue, and helps focus design out of the blue, and helps focus design activitiesactivities
Helps document and defend decisions that Helps document and defend decisions that may be reviewed latermay be reviewed later
UCD - Know the UsersUCD - Know the Users
Ask the Who questionsAsk the Who questions– Skills, background, etc.Skills, background, etc.
Know the userKnow the user’’s jobs job
Possible exceptionPossible exception– World Wide Web, who are your users?World Wide Web, who are your users?
UCD – Participatory DesignUCD – Participatory Design
Participatory DesignParticipatory Design– The user takes a participatory role in the design The user takes a participatory role in the design
process.process.
Involve the users as much as possible, but Involve the users as much as possible, but dondon’’t over do it.t over do it.– How many people does it take to screw in a How many people does it take to screw in a
light bulb?light bulb?
UCD – Design to Prevent ErrorsUCD – Design to Prevent Errors
Common errors should be avoided.Common errors should be avoided.– rm *.*, delete *.*rm *.*, delete *.*
Through experience, you will learn how to Through experience, you will learn how to spot vulnerable areas that are error prone.spot vulnerable areas that are error prone.– Much easier said than done!Much easier said than done!
UCD – Optimize User OperationsUCD – Optimize User Operations
Add shortcuts where necessary.Add shortcuts where necessary.
CAUTION!!!CAUTION!!!– Shortcuts can be over rated in some systems.Shortcuts can be over rated in some systems.– Know your users first and then decide on shortcuts.Know your users first and then decide on shortcuts.
UCD – Keep Control with UserUCD – Keep Control with User
The user should be in control or at least The user should be in control or at least think he/she is in control.think he/she is in control.
Manage user interaction and control point of Manage user interaction and control point of view.view.
UCD – Help the UserUCD – Help the User
Provide assistance throughout your system.Provide assistance throughout your system.
The user should be able to get help any time The user should be able to get help any time he/she wishes (control point of view).he/she wishes (control point of view).
Help is a difficult task because sometimes Help is a difficult task because sometimes users need help with the help.users need help with the help.
UCD: 9 Step OverviewUCD: 9 Step Overview
1.1. Define the ContextDefine the Context2.2. Describe the UserDescribe the User3.3. Task AnalysisTask Analysis4.4. Function AllocationFunction Allocation5.5. System Layout / Basic DesignSystem Layout / Basic Design6.6. Mockups & PrototypesMockups & Prototypes7.7. Pilot Test & Usability TestingPilot Test & Usability Testing8.8. IterativeIterative Test & Redesign Test & Redesign9.9. Updates & MaintenanceUpdates & Maintenance
1. Define the Context1. Define the Context
Context:Context:– Life critical systems, applicationsLife critical systems, applications– Industrial, commercial, military, scientific, Industrial, commercial, military, scientific,
consumerconsumer– Office, home, entertainmentOffice, home, entertainment– Exploratory, creative, cooperativeExploratory, creative, cooperative
MarketMarket Customer (not the same as the User)Customer (not the same as the User)
……Design Impacts?…Design Impacts?…
2. Describe the User (!!)2. Describe the User (!!) Physical attributesPhysical attributes
(age, gender, size, reach, visual angles, etc…)(age, gender, size, reach, visual angles, etc…)
Physical work placesPhysical work places(table height, sound levels, lighting, software version…)(table height, sound levels, lighting, software version…)
Perceptual abilitiesPerceptual abilities(hearing, vision, heat sensitivity…)(hearing, vision, heat sensitivity…)
Cognitive abilitiesCognitive abilities(memory span, reading level, musical training, math…)(memory span, reading level, musical training, math…)
Personality and social traitsPersonality and social traits(likes, dislikes, preferences, patience…)(likes, dislikes, preferences, patience…)
Cultural and international diversityCultural and international diversity(languages, dialog box flow, symbols…)(languages, dialog box flow, symbols…)
Special populations, (dis)abilitiesSpecial populations, (dis)abilities
3. Task Analysis3. Task Analysis
Talk to and observe users (NOT customers) Talk to and observe users (NOT customers) doing what they dodoing what they do
List each and every TASKList each and every TASK Break tasks down into STEPSBreak tasks down into STEPSABSTRACT into standard tasksABSTRACT into standard tasks
(monitor, diagnose, predict, control, inspect, transmit, (monitor, diagnose, predict, control, inspect, transmit, receive, decide, calculate, store, choose, operate, etc.)receive, decide, calculate, store, choose, operate, etc.)
4. Function Allocation4. Function Allocation
Consider the whole system!Consider the whole system! Decide who or what is best suited to perform Decide who or what is best suited to perform
each task (or each step)each task (or each step) Base this on knowledge of system Base this on knowledge of system
hardware, software, human users, hardware, software, human users, communications protocols, etc.communications protocols, etc.
Allocation constraints: Effectiveness; Allocation constraints: Effectiveness; Cognitive/affective; Cost; Mandatory Cognitive/affective; Cost; Mandatory
5. System Layout / Basic Design5. System Layout / Basic Design Summary of the components and their Summary of the components and their
basic designbasic design Cross-check with any Requirements Cross-check with any Requirements
Documents; Human Factors refs; Hardware Documents; Human Factors refs; Hardware specs; Budgetsspecs; Budgets
Ensure that the system will support the Ensure that the system will support the design and comply with constraintsdesign and comply with constraints
6. Mockups & Prototypes6. Mockups & Prototypes
““Informed BrainstormingInformed Brainstorming”” RAPIDLY mock up the user interfaces for RAPIDLY mock up the user interfaces for
testing with real peopletesting with real people Pen and paper or whiteboard to startPen and paper or whiteboard to start Iterate, iterate, iterate!!Iterate, iterate, iterate!! Increasingly functional & veridicalIncreasingly functional & veridical List audio & visual details at same levels of List audio & visual details at same levels of
detail in the prototypesdetail in the prototypes
7. Pilot Test & Usability Testing7. Pilot Test & Usability Testing
Pilot TestPilot Test– Small usability study before the real study.Small usability study before the real study.– Pilot tests are conducted as a prelude to the real usability Pilot tests are conducted as a prelude to the real usability
test.test.– Helps to refine the usability test process and procedures.Helps to refine the usability test process and procedures.– Get preliminary results before the real test.Get preliminary results before the real test.
7. Pilot Test & Usability Testing7. Pilot Test & Usability Testing
Get real (or representative) users to do what they do, Get real (or representative) users to do what they do, using the prototypesusing the prototypes
Subjective and objective feedback. Sometimes users Subjective and objective feedback. Sometimes users ““wantwant”” features that actually yield poor performance features that actually yield poor performance
Video tape, lots of notesVideo tape, lots of notes Feedback into the iterative evaluation & redesign of Feedback into the iterative evaluation & redesign of
the systemthe system ““DiscountDiscount”” usability testing can be very effective, using usability testing can be very effective, using
fewer subjects, more rapid resultsfewer subjects, more rapid results
8. 8. IterativeIterative Test & Redesign Test & Redesign
Repeat cycles of testing and reworking the Repeat cycles of testing and reworking the system, subject to cost/time constraintssystem, subject to cost/time constraints
Focus on Functionality First !Focus on Functionality First ! Plan for several versions during Plan for several versions during
developmentdevelopment
9. Updates & Maintenance9. Updates & Maintenance
In-the-field feedback, telemetry, user data, In-the-field feedback, telemetry, user data, logs, surveys, etc.logs, surveys, etc.
Analyze and make iterative redesign/test Analyze and make iterative redesign/test recommendationsrecommendations
Updates and maintenance plan as part of Updates and maintenance plan as part of the design!the design!
UCD: 9 Step OverviewUCD: 9 Step Overview
1.1. Define the ContextDefine the Context2.2. Describe the UserDescribe the User3.3. Task AnalysisTask Analysis4.4. Function AllocationFunction Allocation5.5. System Layout / Basic DesignSystem Layout / Basic Design6.6. Mockups & PrototypesMockups & Prototypes7.7. Pilot Tests & Usability TestingPilot Tests & Usability Testing8.8. IterativeIterative Test & Redesign Test & Redesign9.9. Updates & MaintenanceUpdates & Maintenance
UCD: Focusing Your EffortsUCD: Focusing Your Efforts There are real-world constraintsThere are real-world constraints Cutting out steps is not the way to Cutting out steps is not the way to
economize!economize! Optimize the efficiency of each stepOptimize the efficiency of each step
Here:Here: Focus on the context and the user, to Focus on the context and the user, to get the most value for the time spentget the most value for the time spent
Concepts, Principles, GuidelinesConcepts, Principles, Guidelines
No No ““cookbookscookbooks”” (sorry!) (sorry!) No simple, universal checklistsNo simple, universal checklists Think from perspective of userThink from perspective of user There are many concepts, principles, and There are many concepts, principles, and
guidelines to help youguidelines to help you Focus on higher level principles that apply Focus on higher level principles that apply
across situations, display types, etc.across situations, display types, etc.
SummarySummary
Humans will use your systemHumans will use your system Considering their many attributes, abilities, and Considering their many attributes, abilities, and
limitations will lead to a better designlimitations will lead to a better design ItIt’’s not just common sense!s not just common sense! Human Factors is the study of how our Human Factors is the study of how our ““human human
factorsfactors”” affect design affect design User Centered Design is a philosophy and a User Centered Design is a philosophy and a
process to help designers sort it all outprocess to help designers sort it all out It matters! And it ainIt matters! And it ain’’t easy!t easy! Practice makes better (never perfect!)Practice makes better (never perfect!)