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An overview of usability principles for designing interactive systems. It covers the importance of good design, the role of principles and guidelines, and the different levels of consideration in ui design. The document also introduces various usability principles, such as learnability, predictability, and flexibility, and discusses their application at the meta-display, display, and element levels.
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Concepts, Principles, Guidelines Fall 2008 PSYCH / CS 6750^2
Usability Principles Why? Systems of categorization Levels of detail Example system of Principles Fall 2008 PSYCH / CS 6750 3
“Every designer wants to build a high- quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently.” (Shneiderman, 1992, p.7) …and anything goes!… Fall 2008 PSYCH / CS 6750 4
…Because, well, not everything goes… Intended to prevent many bad designs, before they begin, or evaluate existing designs on a scientific basis Guidelines based on previous designs, experimental findings Rules can all be “broken” (but usually in order to satisfy another principle)
Fall 2008 PSYCH / CS 6750^5
No “cookbooks” No simple, universal checklists There are many concepts, principles, and guidelines Understand the higher level principles that apply across situations, display types, etc. Implement the standards and guidelines …a few details… Fall 2008 PSYCH / CS 6750^6
Categories
Ease with which new users can begin effective interaction and achieve maximal performance Predictability Synthesizability Familiarity Generalizability Consistency
Fall 2008 PSYCH / CS 6750^13
Can knowledge of one system/UI be extended to other similar ones? Example: cut & paste in different applications Does knowledge of one aspect of a UI apply to rest of the UI?
Likeness in behavior between similar tasks/operations/situations In different things
Multiplicity of ways that users and system exchange information Dialog Initiative Multithreading Task migratability Substitutivity Customizability Fall 2008 PSYCH / CS 6750 16
Not hampering the user by placing constraints on how dialog is done User pre-emptive
Fall 2008 PSYCH / CS 6750^17
Allowing user to perform more than one task at a time Two types Concurrent
Ability to move performance of task to entity (user or system) who can do it better Auto-pilot/FMC in planes Spell-checking Safety controls in plant For what kinds of tasks should the user be in control? Fall 2008 PSYCH / CS 6750 19
Flexibility in details of operations Allow user to choose interaction methods Allow different ways to
Ability of user to modify interface By user - adaptability
Fall 2008 PSYCH / CS 6750^25
Does system support all tasks user wishes to perform in expected ways? Task completeness
Fall 2008 PSYCH / CS 6750 27
In doing design and implementation of your project, revisit this list Assess your design against these usability principles REMEMBER: There are other principles! (see the end of this lecture’s slides) Fall 2008 PSYCH / CS 6750 28
Web space Group finalizing Help getting general topic area Reminder: IRB Online Training Assignment
Fall 2008 PSYCH / CS 6750^29
Human Capabilities Physical Cognitive Project team & topic due soon! Fall 2008 PSYCH / CS 6750^30
The following pages contain a number of different, practical guidelines at each of the three levels (meta, display, and element levels) Some are the same or similar to ones we have discussed in class Some are more specific They have proven useful to me, but, of course, your mileage may vary Fall 2008 PSYCH / CS 6750 31
Navigation model Decide on one navigation metaphor (e.g., menu structure vs. home page), and use it consistently. Consistent navigation cues Families of logos, color schemes, and sounds used to indicate displays are related. Be subtle, consistent, and don’t forget aesthetics! Fail-safe design principle Allow user to go back to previous items, steps, screens, etc. Allow user to undo as many actions as possible. Provide a true “Quit” or “Cancel” option. Fall 2008 PSYCH / CS 6750 32
Open-ended vs. Task completion model Distinguish between browsing (open-ended) interaction, and task completion behavior. Concert vs. Conversation model A continuum of interaction types from passive recipient of the information (“concert”) to ask-and-respond dialog between the user and the system (“conversation”). Computer vs. Appliance model May need to avoid “computerese” and jargon.
Fall 2008 PSYCH / CS 6750^37