The document discusses principles of user interface design. It covers objectives of interface design like understanding considerations for screen design and identifying interface components. It discusses defining the user interface as a subset of human-computer interaction and how the goal is to make working with computers easy and enjoyable. The history of interfaces is reviewed from punch cards to modern graphical user interfaces. Principles of user-centered design and the science of usability are described. Factors to understand users like mental models and minimizing errors are also outlined.
The document discusses principles of user interface design. It covers objectives of interface design like understanding considerations for screen design and identifying interface components. It discusses defining the user interface as a subset of human-computer interaction and how the goal is to make working with computers easy and enjoyable. The history of interfaces is reviewed from punch cards to modern graphical user interfaces. Principles of user-centered design and the science of usability are described. Factors to understand users like mental models and minimizing errors are also outlined.
The document discusses principles of user interface design. It covers objectives of interface design like understanding considerations for screen design and identifying interface components. It discusses defining the user interface as a subset of human-computer interaction and how the goal is to make working with computers easy and enjoyable. The history of interfaces is reviewed from punch cards to modern graphical user interfaces. Principles of user-centered design and the science of usability are described. Factors to understand users like mental models and minimizing errors are also outlined.
The document discusses principles of user interface design. It covers objectives of interface design like understanding considerations for screen design and identifying interface components. It discusses defining the user interface as a subset of human-computer interaction and how the goal is to make working with computers easy and enjoyable. The history of interfaces is reviewed from punch cards to modern graphical user interfaces. Principles of user-centered design and the science of usability are described. Factors to understand users like mental models and minimizing errors are also outlined.
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User Interface Design:
Principles and Applications
Objectives Understand the many considerations that must be applied to the interface and screen design process. Understand the rationale and rules for an effective interface design methodology. Identify the components of graphical and Web interfaces and screens, including windows, menus, and controls. Objectives Design and organize graphical screens and Web pages to encourage the fastest and most accurate comprehension and execution of screen features. Choose screen colors and design screen icons and graphics. Perform the user interface design process, including interface development and testing. Defining the User Interface a subset of a field of study called “ Human- Computer Interaction(HCI)” Means by which human interact with a computer to fulfill a purpose. It is the most important part of any computer system. Its goal is to make working with a computer easy, productive, and enjoyable. Human-Computer Interaction It is the study, planning, and design of how people and computer work together so that person’s needs are satisfied in the most effective way. Human-Computer Interaction HCI designers must consider variety of factors: What people want and expect? What physical limitations and abilities people possess? How their perceptual and information processing systems work? What people find enjoyable and attractive? Technical characteristics and limitations of the computer hardware & software. User Interface The part of a computer and its software that people can see, hear, touch, talk to, or otherwise understand or direct.
Two essential components:
Input - is how a person communicates his or her needs or desires to the computer. Output - how the computer conveys the results of its computation and its requirement to the user. User Interface NOTE: Amount of programming code devoted to UI > 50% Proper interface design will provide mix of well- designed input and output mechanisms that satisfy the user’s needs, capabilities, and limitations in the most effective way possible. The best interface is the one that is NOT notice, and one that permits the user to focus on the information and task at hand instead of mechanisms used to present the information and perform the task. A Brief History of the HCI Punch cards, Line printers Early computers (1950s-60s)
Keyboards, Monitors Command language based
(1970s-1980s)
Mouse, trackball, touch pad, Graphical User Interfaces
synthesized speech, gesture (2000s - ) Introduction of the Graphical User Interface Xerox’s Palo Alto (1974) - An interface that uses a form of human gesturing, the most basic of all human communication methods. STAR(1981) –introduced the mouse and pointing and selecting as the primary human- computer communication method
These systems also introduced the graphical
user interface as we used today. Xerox’s Palo Alto STAR Introduction of the Graphical User Interface Ivan Sutherland from Massachusetts Institute of Technology(MIT) given credit for first introducing graphics with his sketchpad program in 1963. Designing with Users in Mind User-Centered Design(UCD) - describe the process and result of designing with the needs of the user in mind.
→ The process requires that the user-interface designer
adopt the mindset that the user experience is the one that matters most. → The designer’s and the product’s success is ultimately measured by how well it meets the need of that audience. The Science of Usability Usability subjective evaluation of how easily users achieve goals Minimize user error and maximize user satisfaction Learning in the short-term and efficiency in the long-term The Science of Usability Usability Communicated by user’s emotional response - Users either “love” or “hate” the application
“Mental Model” – A User’s internal
understanding and expectations on how the system works. - Often very different than the real system internal The Science of Usability Usability Communicated by user’s emotional response - Users either “love” or “hate” the application
“Mental Model” – A User’s internal
understanding and expectations on how the system works. - Often very different than the real system internal The Science of Usability Usability The International Organization for Standardization(ISO) defines usability as the effectiveness, efficiency, and satisfaction with which specified users achieved specified goals in particular environment. The Science of Usability Effectiveness The accuracy and completeness with which users can achieved specified goals in particular environment Efficiency The resources expended in relation to the accuracy and completeness of goals achieved. Satisfaction The comfort and acceptability of the work system to its users and other people affected by its use. The Science of Usability Usability “Intuitive” – Resonant with a user’s mental model - Easy to Learn - Familiar to Users Understanding the User “Intuition” is built from emotionally rooted expectations and beliefs (biases resulting from previous experiences) Intuition is considered before reason - Everyone's intuition is different; you must ask the user!
Humans with neurologically hindered emotions often
suffer from indecision and lack of motivation (Aboulia) - Not evoking emotion makes the user unmotivate Understanding Errors “Slip” – A temporary malfunction of the user - Typing an extra letter - Missing a click
“Mistake” – A mismatch between user’s mental model
and the real behavior of the system - Gulf of Execution - Gulf of Evaluation
More a continuum than absolute categories
- Misspelling a word Understanding Errors
What did you
notice? Gulf of Execution I don’t know what to do? User can’t connect their goal to a decision in the interface
Users are unaware of a
decision that affects their goal Gulf of Evaluation “What does that mean????” - “What did I just do???”, “Where am I???”
User can’t match current state to mental model
- User can’t connect a previous decision with a new state - User was unaware they just made a decision that changed state
The user just feels ….
Gulf of Evaluation The Art of Design Is the ability of the designer to create a vision of what the user face can and should be.