User Interface Design
Lecture 4
Knowledge of User Interface Design
What to click, Yes or No?
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Knowledge Types for UI Design
• Information-gathering activities
• User interface design knowledge,
from theory (cognitive psychology), and experience
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Minimizing work
• Cognitive work
– comprehension of product behaviors
• Memory work
– recall of product behaviors, commands, names and locations of objects and controls and other
relationships between objects
• Visual work
– where the eye should start on a screen, finding object, decoding layouts
• Physical work
– keystrokes, mouse movement, gesture (click, drag, double-click), switching between input modes, # of clicks required
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Design Knowledge
• Design Principles
– derived from experience – abstract, high-level guides – general, difficult to apply
– First Principles of Interactive Design
• Design Rules
– low-level
– high specific instruction – 8 Golden Rules
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4 Psychological Principles
• Users see what they expect to see
• Users have difficulty focusing on more than one activity at a time
• It is easier to perceive a structured layout
• It is easier to recognize something that to recall it
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4 Psychological Principles
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Users See What They Expect to See
What do you see?
• Principle of consistency
– throughout the UI
• Principle of exploiting prior knowledge
– users perceive the screen using their prior knowledge
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4 Psychological Principles
Users Have Difficulty
Focusing on More Than One Activity at a Time
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– The Cocktail Party Effect
– Principle of Perceptual Organization
• Group like things together
– Principle of Importance
• Prominent display for important items
4 Psychological Principles
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It Is Easier to Perceive a Structured
Layout
4 Psychological Principles
Gestalt principles
a. Proximity b. Similarity c. Closure d. Continuity e. Symmetry
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Figure-Ground Segregation
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Exercise (5 minutes)
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How well does this web
sites support the principles
of proximity, similarity,
closure, and continuity?
4 Psychological Principles
It Is Easier to Recognize Something Than to Recall It
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• Knowledge in the head & Knowledge in the world
• Principle of recognition exceptions
• expert prefer key combinations
• routine operator don’t like to read the
same info. repeatedly
Three Principles from Experience:
Visibility, Affordance, and Feedback
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The Principle of Visibility: It Should Be
Obvious What a Control Is Used For
Three Principles from Experience:
Visibility, Affordance, and Feedback
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The Principle of Affordance: It Should Be Obvious How a Control Is Used
- affordance :
strong clues to operations of things
- no picture, label, or instruction is
required
Affordance: actual vs. perceived
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Three Principles from Experience:
Visibility, Affordance, and Feedback
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The Principle of Feedback: It Should Be
Obvious When a Control Has Been Used
Discussion
• Principles to support usability, for example,
– learnability
• simplicity
• predicability
• …
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Other Principles
• Constraints
• Natural mapping
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Constraints
• Boundary
• Some can be selected, some cannot
• physical vs. logical
– cannot move cursor outside the screen
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Natural Mapping
• Mapping should match functionality
• direct is the best
• natural mapping does not have to be direct
– light switch – oven control – turn signal
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Poor Physical Natural Mapping
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Good Physical Natural Mapping
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Logical Mapping
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8 Golden Rules
• Strive for consistency
• Enable frequent users to use shortcuts
• Offer informative feedback
• Design dialog to yield closure
• Offer simple error handling
• Permit easy reversal of actions
• Support internal locus of control
• Reduce short-term memory load
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Sources of Design Guidance
• standard
– set of internationally agreed design principles, or approaches
• design guidelines
– between design principles & design rules
• style guide
– collection of design rules
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User Interface Standards
• ISO 9241: Ergonomic requirements for office work with visual display
terminals (VDTs)
• ISO 14915: Software ergonomics for multimedia user interfaces
• ISO 13407: Human-centered design processes for interactive systems
• ISO/CD 20282: Ease of operation of everyday products
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Style Guides
• Description of required interaction styles and user interface controls
• Guidance on when and how to use the various styles or controls
• Illustrations of styles and controls
• Screen templates
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Commercial Style Guides
• iOS Human Interface Guidelines
– http://developer.apple.com/library/ios/#documentation/userexp erience/conceptual/mobilehig/Introduction/Introduction.html
• Windows User Experience (UX) Interaction Guidelines
– http://msdn.microsoft.com/en-us/library/aa511258.aspx
• GNOME Human Interface Guidelines
– http://developer.gnome.org/hig-book/stable/
• Motif Style Guide
– http://www.opengroup.org/motif/motif.data.sheet.htm
• Sun’s Java Look and Feel
– http://java.sun.com/products/jlf/ed2/book/index.html
• Android User Interface Guidelines
– http://developer.android.com/guide/practices/ui_guidelines/inde x.html
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Customized Style Guides
• Helps focus on design issues early
• Enables use of principles and guidelines
• Steer decision making and serve as record
• Ensures consistency
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Accessibility
• Universal design
• W3C Web Content Accessibility Guidelines
– http://www.w3.org/standards/webdesign/acce ssibility
• Section 508
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Universal Design
…the design of products and
environments to be usable by all people, to the greatest extent
possible, without the need for adaptation or specialized
design.
Ron Mace, Center for Universal Design, NCSU.
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The Principles of Universal Design
• Equitable use
• Flexibility in use
• Simple and intuitive use
• Perceptible information
• Tolerance for error
• Low physical effort
• Size and space for approach and use
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W3C Web Content Guidelines
• W3C WCAG 1.0
– 14 general principles of accessible design 1. Provide alternatives to auditory and visual
content
2. Don’t rely on color alone
3. Use markup and style sheets properly 4. Clarify natural language usage
5. Create tables that transform gracefully
6. New technology pages transform gracefully
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W3C Web Content Guidelines
7. Ensure user control of time-sensitive content changes
8. Ensure direct accessibility of embedded user interfaces
9. Design for device independence
10. Use interim solutions (for older browsers to function)
11. Use W3C technologies and guidelines
12. Provide context and or entation information 13. Provide clear navigation mechanisms
14. Ensure that documents are clear and simple
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W3C-WCAG2.0
Principle
1: Perceivable -
Information and user interface
components must be presentable to users in ways they can perceive.
Guideline 1.1 Text alternatives Guideline 1.2 Time-bases media Guideline 1.3 Adaptable
Guideline 1.4 Distinguishable
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W3C-WCAG2.0
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Principle
2: Operable - User interface components and navigation must be operable.
Guideline 2.1 Keyboard Accessible: Make all functionality available from a keyboard.
Guideline 2.2 Enough Time: Provide users enough time to read and use content.
Guideline 2.3 Seizures: Do not design content in a way that is known to cause seizures.
Guideline 2.4 Navigable: Provide ways to help
users navigate, find content, and
determine where they are.
W3C-WCAG2.0
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Principle
3: Understanda ble -
Information and the operation of user interface must be
understandable.
Guideline 3.1 Readable: Make text content readable and understandable.
Guideline 3.2 Predictable: Make Web pages
appear and operate in predictable ways.
Guideline 3.3 Input Assistance: Help users avoid and correct mistakes.
W3C-WCAG2.0
Principle
4: Robust -
Content must be robust enough that it can be interpreted reliably by a wide variety of user agents, including assistive technologies.
Guideline 4.1
Compatible: Maximize compatibility with current and future user
agents, including assistive technologies.
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Section 508
• www.section508.gov
• U.S. directive
• electronic and information technology that is developed, procured,
maintained, and/or used by federal departments and agencies must be accessible and usable by federal
employees and members of the public with disabilities
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Section 508
• Web-based Intranet and Internet
Information and Applications (1194.22)
• http://www.access-
board.gov/sec508/guide/
1194.22.htm
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