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UI design

The document outlines key principles and common errors in interface design, emphasizing the importance of user control, reducing memory load, and maintaining consistency. It details the user interface design process, including user and task analysis, and provides guidelines for effective display content and design patterns. Additionally, it highlights design issues and the evaluation cycle for refining interface designs.

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Casual GamerYT
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0% found this document useful (0 votes)
7 views

UI design

The document outlines key principles and common errors in interface design, emphasizing the importance of user control, reducing memory load, and maintaining consistency. It details the user interface design process, including user and task analysis, and provides guidelines for effective display content and design patterns. Additionally, it highlights design issues and the evaluation cycle for refining interface designs.

Uploaded by

Casual GamerYT
Copyright
© © All Rights Reserved
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
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Interface Design

Typical Design Errors


•lack of consistency
•too much memorization
•no guidance / help
•no context sensitivity
•poor response
•Arcane/unfriendly
Golden Rules

• Place the user in control


• Reduce the user’s memory load
• Make the interface consistent
Place the User in Control
1. Define interaction modes in a way that does not
force a user into unnecessary or undesired
actions.
2. Provide for flexible interaction.
3. Allow user interaction to be interruptible and
undoable.
4. Streamline interaction as skill levels advance and
allow the interaction to be customized.
5. Hide technical internals from the casual user.
6. Design for direct interaction with objects that
appear on the screen.
Reduce the User’s Memory Load

1. Reduce demand on short-term memory.


2. Establish meaningful defaults.
3. Define shortcuts that are intuitive.
4. The visual layout of the interface should be based
on a real world metaphor.
5. Disclose information in a progressive fashion.
Make the Interface Consistent

1. Allow the user to put the current task into a


meaningful context.
2. Maintain consistency across a family of
applications.
3. If past interactive models have created user
expectations, do not make changes unless there
is a compelling reason to do so.
User Interface Design Models

• User model — a profile of all end users of the


system
• Design model — a design realization of the user
model
• Mental model (system perception) — the user’s
mental image of what the interface is
• Implementation model — the interface “look and
feel” coupled with supporting information that
describe interface syntax and semantics
User Interface Design Process
Interface Analysis
• Interface analysis means understanding
– (1) the people (end-users) who will interact
with the system through the interface;
– (2) the tasks that end-users must perform to
do their work,
– (3) the content that is presented as part of the
interface
– (4) the environment in which these tasks will
be conducted.
User
Analysis
1. Are users trained professionals, technician, clerical, or manufacturing workers?
2. What level of formal education does the average user have?
3. Are the users capable of learning from written materials or have they expressed a desire
for classroom training?
4. Are users expert typists or keyboard phobic?
5. What is the age range of the user community?
6. Will the users be represented predominately by one gender?
7. How are users compensated for the work they perform?
8. Do users work normal office hours or do they work until the job is done?
9. Is the software to be an integral part of the work users do or will it be used only
occasionally?
10. What is the primary spoken language among users?
11. What are the consequences if a user makes a mistake using the system?
12. Are users experts in the subject matter that is addressed by the system?
13. Do users want to know about the technology the sits behind the interface?
Task Analysis and Modeling
• Task Analysis answers the following questions …
– What work will the user perform in specific circumstances?
– What tasks and subtasks will be performed as the user does the work?
– What specific problem domain objects will the user manipulate as work
is performed?
– What is the sequence of work tasks—the workflow?
– What is the hierarchy of tasks?
• Use-cases define basic interaction
• Task elaboration refines interactive tasks
• Object elaboration identifies interface objects (classes)
• Workflow analysis defines how a work process is completed when several
people (and roles) are involved
Swimlane Diagram
pat ient pharmacist physician

re q u e sts t h at a
d e t e rmin e s st at u s o f
p re scrip t io n b e re f ille d p re scrip t io n

no refills ch e cks p at ie n t
remaining re co rd s

refills
remaining approves refill

refill not
ch e cks in v e n t o ry f o r allowed
re f ill o r alt e rn at iv e

e v alu at e s alte rn at iv e
me d icat io n
re ce iv e s o u t o f st o ck out of stock
n o t if icat io n
alternative
available
in stock
re ce iv e s t ime / d at e none
to p ick u p

p icks u p f ills
p re scrip t io n p re scrip tio n

re ce iv e s re q u e st t o
co n t act p h y sician

Figure 12.2 Swimlane diagram for prescript ion refill funct ion
Analysis of Display Content
1. Are different types of data assigned to consistent geographic locations on
the screen (e.g., photos always appear in the upper right hand corner)?
2. Can the user customize the screen location for content?
3. Is proper on-screen identification assigned to all content?
4. If a large report is to be presented, how should it be partitioned for ease of
understanding?
5. Will mechanisms be available for moving directly to summary information
for large collections of data.
6. Will graphical output be scaled to fit within the bounds of the display device
that is used?
7. How will color to be used to enhance understanding?
8. How will error messages and warning be presented to the user?
Interface Design Steps
• Using information developed during interface analysis (SEPA,
Section 12.3), define interface objects and actions
(operations).
• Define events (user actions) that will cause the state of the
user interface to change. Model this behavior.
• Depict each interface state as it will actually look to the end-
user.
• Indicate how the user interprets the state of the system from
information provided through the interface.
Interface Design Patterns
• Patterns are available for
– The complete UI
– Page layout
– Forms and input
– Tables
– Direct data manipulation
– Navigation
– Searching
– Page elements
– e-Commerce
Design Issues
• Response time
• Help facilities
• Error handling
• Menu and command labeling
• Application accessibility
• Internationalization
Design Evaluation
Cycle preliminary
design

build
prototype #1
interface

build
prototype # n
interface

user
evaluate's
interface
design
modifications
are made

evaluation
is studied by
designer

Interface design
is complete

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