WEEK 10 12 LESSON PrinciplesOfGoodInterfaceDesign
WEEK 10 12 LESSON PrinciplesOfGoodInterfaceDesign
WEEK 10 12 LESSON PrinciplesOfGoodInterfaceDesign
Principles of Good
Interface Design
Ms. Sherilene B. Pamintuan, MIT
INTRODUCTION
This unit discusses the different kinds of interfaces with
their examples. It also emphasizes the importance of
research and design issues to deepen your knowledge in
interfaces.
ESSENTIAL QUESTION
• What are the Research and Design Issues of
Design Interfaces?
INTENDED LEARNING OUTCOMES
1. Learn the different kinds of interfaces.
2. Determine the main design and research
considerations for each of the interfaces.
UNIT 10-12
PRINCIPLES OF GOOD
INTERFACE DESIGN
ACTIVITY 1: Diagnostic
Assessment
1 2 3 4
5 6 7 8
9 10 11 12
COMPUTER
When considering how to solve a user problem, the default
solution that many developers choose to design is an app that
can run on a smartphone.
Making this easier still are many easy-to-use app developer
tools that can be freely downloaded.
It is hardly surprising, therefore, to see just how many apps
there are in the world.
COMPUTER
Despite the ubiquity (everywhere) of the smartphone app industry, the
web continues to proliferate in offering services, content, resources, and
information.
A central concern is how to design them to be interoperable across
different devices and browsers, which considers the varying form factors,
size, and shape of smart watches, smartphones, laptops, smart TVs, and
computer screens.
Besides the app and the web, many other kinds of interfaces have been
developed, including voice interfaces, touch interfaces, gesture interfaces,
and multimodal interfaces.
COMPUTER
The proliferation of technological developments has
encouraged different ways of thinking about
interaction design and UX.
For example, input can be via mice, touchpads,
pens, remote controllers, joysticks, RFID readers,
gestures, and even brain-computer interaction.
COMPUTER
Output is equally diverse, appearing in the form of
graphical interfaces, speech, mixed realities,
augmented realities, tangible interfaces, wearable
computing, and more.
COMPUTER
Numerous adjectives have been used to describe the different
types of interfaces that have been developed, including
graphical, command, speech, multimodal, invisible, ambient,
affective, mobile, intelligent, adaptive, smart, tangible,
touchless, and natural.
COMPUTER
Some of the interface types are primarily concerned with a function (for
example,
to be intelligent, to be adaptive, to be ambient, or to be smart),
while others focus on the interaction style used (such as command,
graphical, or multimedia),
the input/output device used (for instance, pen-based, speech-based, or
gesture-based), or
the platform being designed for (for example, tablet, mobile, PC, or
wearable).
COMPUTER
The interface types are loosely ordered in terms of when they
were developed.
They are numbered to make it easier to find a particular one.
(See the following list for the complete set.)
•
COMPUTER
The Types of Interfaces covered in these units • Pen
include the following: • Touch
• Command-Based • Air-based Gestures
• WIMP and GUI • Haptic
• Multimedia • Multi-Modal
• Virtual Reality • Shareable
• Information Visualization & Dashboard • Tangible
• Web • Augmented & Mixed Reality
• Consumer Electronics & Appliances • Wearables
• Mobile • Robots and Drones
• Speech • Brain-Computer Interfaces
1. COMMAND-BASED
• Early interfaces required the user to type in commands that were
typically abbreviations (for example, ls) at the prompt symbol appearing
on the computer display, to which the system responded (for example, by
listing current files).
• Another way of issuing command is by pressing certain combinations of
keys (such as shift+Alt+Ctrl).
• Some commands are also a fixed part of the keyboard, such as delete,
enter, and undo, while other function keys can be programmed by the
user as specific commands (for instance, F11 commanding print action).
1. COMMAND-BASED
Figure 10.1 Second Life command-based interface for visually impaired users
Source: http://www.eelke.com/images/textsl.jpg
1. COMMAND-BASED
A. Dashboards
– Show screenshots of date updated over periods of time – to be read at a
glance.
– Usually not interactive – slices of data that depict current state of a system
or process.
– Need to provide digestible and legible information for users
• Design its spatial layout so intuitive to read when first looking at it
• Should also direct a user’s attention to anomalies or unexpected
deviations
5. INFORMATION VISUALIZATION
AND DASHBOARDS
Figure 10.5 A breadcrumb on the BestBuy website showing three choices made by the user
to get to Smart Lights
Source: https://www.bestbuy.ca
6. WEB
A. Usability versus Attractive?
• Vanilla or multi-flavor design?
– Ease of finding something versus aesthetic and enjoyable experience
• web designers are:
• “thinking great literature”
• Users read the web like a:
• “billboard going by at 60 miles an hour” (Krug, 2000)
• Need to determine how to brand a web page to catch and keep ‘eyeballs’.
6. WEB
B. In your Face Ads
• Web advertising is often intrusive and pervasive
• Flashing, aggressive, persistent, annoying
• Often need to be ‘actioned’ to get rid of
• What is the alternative?
6. WEB
Research and Design Issues
• Need to consider how best to design, present, and structure
information and system behavior
• But also, content and navigation are central
• Design Principles Veen’s (2001)
– Where am I?
– Where can I go?
– What’s here?
Asynchronous Activity 10.2
Direction: Look at the Nike.com website
Answer the following:
• What kind of website is it?
• How does it contravene the design principles outlines by Veen?
• Does it matter?
• What kind of user experience is it providing for?
• What was your experience of engaging with it?
Tips on designing websites for tablets versus mobile phones can be found here:
https://css-tricks.com/a-couple-of-best-practices-for-tablet-friendly-design/
7. CONSUMER ELECTRONICS
AND APPLIANCES
• Realtime Vibrotactile
Feedback
• Provides nudges when
playing incorrectly
• Uses motion capture
• Nudges are vibrations on
arms and hands
Figure 10.7 The Music Jacket with embedded
actuators that nudge the player to move their
arm up to be in the correct position.
Source: Helen Sharp
13. HAPTIC
Research and Design Issues
• Where best to place actuators on body
• Whether to use single or sequence of ‘touches’
• When to buzz and how intense
• How does the wearer feel it in different contexts?
• What kind of new smartphones/smart-watches apps can use vibrotactile
creatively?
– E.g. slow tapping to feel like water dropping that is meant to indicate it is
about to rain and heavy tapping to indicate a thunderstorm is looming.
14. MULTI - MODAL
• Meant to provide enriched and complex
user experiences
– Multiplying how information is
experienced and detected using
different modalities, i.e. touch, sight,
sound, speech
– Support more flexible, efficient, and
expressive means of human–
computer interaction Figure 10.8 show a Multimodal Technologies Expert Witnesses
Source:
– Smartboard
• It is a large touch-sensitive
whiteboard that uses a sensor for
detecting user input (e.g. scrolling
interaction) that are equivalent to
normal PC input devices, such as Source:
Examples
• In medicine
– Virtual objects, e.g. X-rays and scans, are overlaid on part of a patient’s
body.
– Aid the physician’s understanding of what is being examined or operated.
• In traffic control
– Dynamic information about aircraft overlaid on a video screen showing
the real planes, etc. landing, taking off, and taxiing.
• Helps identify planes difficult to make out
17. AUGMENTED AND
MIXED REALITY
ROBOTS
• Four Types of Robot
– Remote robots used in hazardous settings
– Domestic robots helping around the house
– Pet robots as human companions
– Sociable robots that work collaboratively
with humans, and communicate and
socialize with them – as if they were our
peers.
19. ROBOTS AND
DRONES
Advantages
• Pet robots are assumed to have
therapeutic qualities, helping to
reduce stress and loneliness
• Remote robots can be
controlled to investigate bombs
and other dangerous materials
19. ROBOTS AND
DRONES
Drones
• Unmanned aircraft that are controlled remotely
and used in several contexts.
– E.g. entertainment, such as carrying drinks
and food to people at festivals and parties.
– Agricultural applications, such as flying them
over vineyards and fields to collect data that
is useful to farmers.
– Helping to track poachers in wildlife parks in
Africa.
Figure 10.13 shows California Vineyard is using drones to make better wine.
Source: https://www.pinterest.ph/pin/106186503693218984/?nic_v2=1a5RyJyjd
19. ROBOTS AND
DRONES
Drones
• Can fly low and stream photos to a ground
station, where images can be stitched
together into maps.
• Can be used to determine the health of a
crop or when it is the best time to harvest
the crop.
Figure 10.13 shows California Vineyard is using drones to make better wine.
Source: https://www.pinterest.ph/pin/106186503693218984/?nic_v2=1a5RyJyjd
19. ROBOTS AND
DRONES
DIRECTIONS:
• Choose a game that you or someone you know plays a lot on a smartphone (for
example, Candy Crush Saga, Fortnite, or Minecraft).
• Consider how the game could be played using different interfaces other than the
smartphones.
• Select three different interfaces (for instance, tangible, wearable, and shareable)
and describe how the game could be redesigned for each of these, considering the
user group being targeted.
• For example, the tangible game could be designed for children, the wearable
interface for young adults, and the shareable interface for older people.
Asynchronous Activity 10.3
Sharp, H., Preece, J., & Rogers, Y. (2019). Interaction Design: Beyond human-computer interaction.
John Wiley & Sons.
Dix, A., Finaly, J., Abowd, G., Beale, R. Human-computer interaction 3rd Edition. Pearson Education
Limited.
THANK YOU!