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SIMS 213: User Interface Design & Development
Marti HearstTues, Feb 12, 2002
Today
Combine ideas from two lectures– Cognitive considerations + interface metaphor
Practice creating personasIntro to Design
Slide adapted from Saul Greenberg
Interface Metaphors Revisited
Definition of Metaphor– application of name or descriptive term to an object to which it is not
literally applicable
Purpose– function as natural models – leverages our knowledge of familiar, concrete objects/experiences to
understand abstract computer and task concepts
Problem– metaphor may portray inaccurate or naive conceptual model of the system
A presentation toolis like
a slide projector
Slide adapted from Saul Greenberg
Interface Metaphors
Use metaphors that matches user's task – desktop metaphor for office workers– paintbrush metaphor for artists...
Given a choice, choose the metaphor close to the way the system works
Ensure emotional tone is appropriate to usersE.g., file deletion metaphors
• trashcan• black hole• paper shredder• pit bull terrier• nuclear disposal unit...
The Metaphor of Direct Manipulation
Direct Engagement– the feeling of working directly on the task
Direct Manipulation– An interface that behaves as though the interaction was with a real-world
object rather than with an abstract systemCentral ideas– visibility of the objects of interest– rapid, reversible, incremental actions– manipulation by pointing and moving– immediate and continuous display of results
Almost always based on a metaphor– mapped onto some facet of the real world task semantics)
Slide adapted from Saul Greenberg
Object-Action vs Action-Object
Select object, then do action– interface emphasizes 'nouns' (visible objects) rather than 'verbs' (actions)
Advantages– closer to real world– modeless interaction– actions always within context of object
• inappropriate ones can be hidden– generic commands
• the same type of action can be performed on the object• eg drag ‘n drop:
my.doc
move
Slide adapted from Saul Greenberg
Direct manipulation
Representation directly determines what can manipulated
Slide adapted from Saul Greenberg
Phone list
List metaphor Rolodex metaphor
Slide adapted from Saul Greenberg
Games
Direct Manipulation
Xerox Star: pioneered in early '80s, copied by almost everyone– simulates desktop with icons
• in and out baskets• file folders and documents• calculators• printers• blank forms for letters and memos
– small number of generic actions applicable system wide• move, copy, delete, show properties, again, undo, help
– eg same way to move text, documents, etc• property sheets
– pop-up form, alterable by user
– What you see is what you get (WYSIWYG)
Slide adapted from Saul Greenberg
Is direct manipulation the way to go?
Some Disadvantages– Ill-suited for abstract operations
• spell-checker?Tedium
• manually search large database vs queryTask domain may not have adequate physical/visual metaphorMetaphor may be overly-restrictive
Solution: Most systems combine direct manipulation and abstractions
• word processor:– WYSIWYG document (direct manipulation)– buttons, menus, dialog boxes (abstractions, but direct manipulation “in
the small”)
Based on slide by Saul Greenberg
Guidelines for Design
Provide a good conceptual model– allows users to predict consequences of actions– communicated thorugh the image of the system
Make things visible– relations between user’s intentions, required actions, and
results should be• sensible• consistent• meaningful (non-arbitrary)
– make use of visible affordances, mappings, and constraints– remind person of what can be done and how to do it
Summary
Direct manipulation– visibility of the objects of interest– rapid, reversible, incremental actions– manipulation by pointing and moving– immediate and continuous display of results
Good Representations– captures essential elements of the event / world– deliberately leaves out / mutes the irrelevant– appropriate for the person, their task, and their interpretation
Metaphors– uses our knowledge of the familiar and concrete to represent abstract concepts– need not be literal– has limitations that must be understood
Practice Persona Development
In-Class exercise
Persona Development
What are the reasons for doing it?
What are the steps for doing it?
Clevis McCloud
What is his motto?How does his persona shape the interface design?
Design Personas for …
A new interface for buying BART tickets with credit cards
Project TimelineFe
brur
ay 5
Mar
ch 1
4
Apr
il 18
May
13
Proj
ect I
dea
Pers
onas
, Int
ervi
ews,
Task
s Ana
lysis
Low
-fi U
ser T
est
UI P
roto
type
#1
Heu
ristic
Eva
luat
ion
UI P
roto
type
#2
Use
r Tes
ting
UI P
roto
type
#3
Design Principles and Process
Web Site Design Process
Production
Design Refinement
Design Exploration
Discovery
… followed by implementation & maintenance
Slide adapted from James Landay
Design Process: Discovery
Assess needs– understand client’s
expectations– determine scope of
project– characteristics of users– evaluate existing site
and/or competitionProduction
Design Refinement
Design Exploration
Discovery
Slide adapted from James Landay
Design Process: Design Exploration
Production
Design Refinement
Design Exploration
Discovery Generate multiple designs
* visualize solutions to discovered issues
* information & navigation design
* early graphic design
* select one design for development
Slide adapted from James Landay
Design Process: Design Refinement
Production
Design Refinement
Design Exploration
Discovery Develop the design
* increasing level of detail
* heavy emphasis on graphic design
* iterate on design
Slide adapted from James Landay
Prepare design for handoff
* create final deliverable
* specifications, guidelines, and prototypes
* as much detail as possible
Design Process: Production
Production
Design Refinement
Design Exploration
Discovery
Slide adapted from James Landay