User Interface CSE 403: Three Mile Island
User Interface CSE 403: Three Mile Island
Chernobyl
Big questions
What's the point of prototyping? Should I do it?
If so, when in the overall process or "lifecycle" should I?
Should I make my prototype on paper or digitally? How do I know whether my UI is good or bad?
What are the ways in which a UI's "quality" can be quantified? What are some examples of software you use that have especially good/bad UIs? What do you think makes them good/bad?
Achieving usability
User testing and field studies
having users use the product and gathering data card sorting: ask users to group/design menus
Prototyping
prototyping: Creating a scaled-down or incomplete version of a system to demonstrate or test its aspects. Reasons to do prototyping:
aids UI design help discover requirements help discover test cases and provide a basis for testing allows interaction with user and customer to ensure satisfaction team-building
2. implementation by hand
writing a "quick" version of your code
User
Strive for consistency. Give shortcuts to the user. Offer informative feedback. Make each interaction with the user yield a result.
5. 6. 7. 8.
Offer simple error handling. Permit easy undo of actions. Let the user be in control. Reduce short-term memory load on the user.
(from Designing the User Interface, by Ben Schneiderman of UMD, noted HCI and UI design expert)
UI design examples
UI design, components
When should we use:
A button? A check box? A radio button? A text field? A list? A combo box? A menu? A dialog box? Other..?
UI Hall of Shame
http://homepage.mac.com/bradster/iarchitect/shame.htm
Use toolbars for common actions. Use menus for infrequent actions that may be applicable to many or all screens.
Users hate menus! Try not to rely too much on menus. Provide another way to access the same functionality (toolbar, hotkey, etc.)
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An example UI
Good UI dialog? Did the designer choose the right components?
assume there are 20 collections and 3 ways to search
LI BSYS: Search Choose collection: Word or phrase: Search by: Adjacent words OK
Default
All
Application backgrounds
Draw the app background (parts that matter for the prototyping) on its own
Representing a changing UI
Place layers of UI on top of background as user clicks various options
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Prototyping exercise
In your project groups, draw a rough prototype for a music player (e.g., WinAmp or iTunes).
Assume that the program lets you store, organize, and play songs and music videos. Draw the main player UI and whatever widgets are required to do a search for a song or video. After the prototypes are done, we'll try walking through each UI together.