SlideShare une entreprise Scribd logo
1  sur  51
Télécharger pour lire hors ligne
Design Process:
Design Rules
Preeti Mishra
Course Instructor
Design Goal
 “Every designer wants to build a high quality
interactive system that is admired by colleagues,
celebrated by users, circulated widely, and
imitated frequently.”
-Shneiderman,
Factors that affect User
Experience
Details
 Useful: Your content should be original and fulfill a need
 Usable: Site must be easy to use
 Desirable: Image, identity, brand, and other design
elements are used to evoke emotion and appreciation
 Findable: Content needs to be navigable and locatable
onsite and offsite
 Accessible: Content needs to be accessible to people
with disabilities
 Credible: Users must trust and believe what you tell them
Principles to Support
Usability
Define Usability
 Usability is a quality attribute that assesses
how easy user interfaces are to use. The word
"usability" also refers to methods for improving
ease-of-use during the design process.
Principles to Support Usability
 Learnability
 Flexibility()
 Robustness()
Learnability
(The ease with which new users can
begin effective interaction and achieve
maximal performance. )
Principles affecting
Learnability
 Predictability
 Synthesizability
 Familiarity
 Generalizability
 Consistency
Predictability
determining effect of future actions based on past
interaction history, operation visibility
Synthesizability
 Synthesizability: support for the user to assess the
effect of past operations on the current state (can I
‘tell’ why I am here based on what I have gone
through in the past?).
Familiarity
 Familiarity: the extent to which a user's
knowledge and experience in other real-world or
computer-based domains can be applied when
interacting with a new system.
Generalizability
 support for the user to extend knowledge of
specific interaction within and across applications
to other similar situations.
Consistency
 likeness in input-output behaviour arising from
similar situations or similar task objectives.
Flexibility
The multiplicity of ways the user
and system exchange information.
Principles affecting Flexibility
 Dialog Initiative
 Multi-Threading
 Task Migratability
 Substiutivity
 Customizability
Dialogue initiative
 user freedom from artificial
constraints on the input
dialog imposed by the
system; user vs system -
who has the initiative in the
dialog?
Multithreading
 the ability of the system to support user interaction
for more than one task at a time.
Task Migratability
 the ability to transfer control for execution of tasks
between the system and the user (consider e.g.,
spell-checking task).
Substitutivity
 :the extent to which an application allows
equivalent input and output values to be
substituted for each other (values in input eg
fractions/decimals, values in output eg both
digital and analog, output/input eg output can be
reused as input).
Customizability
 the ability of the user or the system to modify
the user interface. (adaptability vs adaptivity) ?-
initiated modification.
Robustness
The level of support provided to
the user in determining successful
achievement and assessment of
goal-directed behaviour.
Principles affecting
Robustness
 Observability
 Recoverability
 Responsiveness
 Task Conformance
Observability
 the extent to which the user can evaluate the
internal state of the system from the
representation on the user interface.
Recoverability:
 the extent to which the user can reach the
intended goal after recognizing an error in the
previous interaction.
Responsiveness
 a measure of the rate of communication between
the user and the system.
Task conformance
 the extent to which the system services support all
the tasks the user would wish to perform and in
the way the user would wish to perform.
Heuristics to Measure
Usability
They are called "heuristics"
because they are broad rules of
thumb and not specific usability
guidelines.
We can consider TWO sets
here (Already Studied)
 Shneiderman’s Eight Golden Rules of
Interface Design
 Norman’s Seven Principles for
Transforming Task into Simple Ones
Ben Shneiderman's 8 Golden
Rules
 1. Strive for consistency: layout, terminology, command usage, etc.
 2. Cater for universal usability: recognize the requirements of diverse users and
technology. For instance add features for novices eg explanations, support
expert users eg shortcuts.
 3. Offer informative feedback: for every user action, offer relevant feedback and
information, keep the user appropriately informed, human-computer interaction.
 4. Design dialogs to yield closure: help the user know when they have
completed a task.
 5. Offer error prevention and simple error handling: prevention and (clear and
informative guidance to) recovery; error management.
 6. Permit easy reversal of actions: to relieve anxiety and encourage exploration,
because the user knows s/he can always go back to previous states.
 7. Support internal locus of control: make the user feel that s/he is in control of
the system, which reponds to his/her instructions/commands. 8. Reduce short-
term memory load: make menus and UI elements/items visible, easily
available/retrievable, ...
[Donald] Norman's 7
Principles
 1. Use both knowledge in the world and knowledge in the head.
 2. Simplify the structure of tasks.
 3. Make things visible: bridge the gulfs of Execution and Evaluation.
 4. Get the mappings right.
 5. Exploit the power of constraints, both natural and artificial.
 6. Design for error.
 7. When all else fails, standardize.
Some more …Heuristics to
measure Usability
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognize, diagnose, and recover from errors
10. Help and documentation
Some more …Heuristics to
measure Usability
 Visibility of system status The system should always keep
users informed about what is going on, through appropriate
feedback within reasonable time.
 Match between system and the real world The system
should speak the users' language, with words, phrases and
concepts familiar to the user, rather than system-oriented
terms. Follow real-world conventions, making information
appear in a natural and logical order.
 User control and freedom Users often choose system
functions by mistake and will need a clearly marked
"emergency exit" to leave the unwanted state without having
to go through an extended dialogue. Support undo and
10 important Heuristics to
measure Usability
 Consistency and standards Users should not have to
wonder whether different words, situations, or actions mean
the same thing. Follow platform conventions.
 Error prevention Even better than good error messages is
a careful design which prevents a problem from occurring in
the first place. Either eliminate error-prone conditions or
check for them and present users with a confirmation option
before they commit to the action.
 Recognition rather than recall Minimize the user's
memory load by making objects, actions, and options
visible. The user should not have to remember information
from one part of the dialogue to another. Instructions for use
Some more …Heuristics to
measure Usability
 Flexibility and efficiency of use Accelerators -- unseen
by the novice user -- may often speed up the interaction for
the expert user such that the system can cater to both
inexperienced and experienced users. Allow users to tailor
frequent actions.
 Aesthetic and minimalist design Dialogues should not
contain information which is irrelevant or rarely needed.
Every extra unit of information in a dialogue competes with
the relevant units of information and diminishes their relative
visibility.
Some more …Heuristics to
measure Usability
 Help users recognize, diagnose, and recover from
errors Error messages should be expressed in plain
language (no codes), precisely indicate the problem, and
constructively suggest a solution.
 Help and documentation Even though it is better if the
system can be used without documentation, it may be
necessary to provide help and documentation. Any such
information should be easy to search, focused on the user's
task, list concrete steps to be carried out, and not be too
large.
Guidelines for
Usability
How to Improve Usability
 There are many methods for studying usability, but the most
basic and useful is user testing, which has 3 components:
 Get hold of some representative users, such as customers for
an e-commerce site or employees for an intranet (in the latter
case, they should work outside your department).
 Ask the users to perform representative tasks with the design.
 Observe what the users do, where they succeed, and where they
have difficulties with the user interface. And let the users do the
talking.
Points to remember while
going for Usability
 It's important to test users individually and let them solve
any problems on their own. If you help them or direct their
attention to any particular part of the screen, you have
contaminated the test results.
 To identify a design's most important usability problems by:
 testing 5 users is typically enough.
 Rather than run a big, expensive study, it's a better use of
resources to run many small tests and revise the design
between each one so you can fix the usability flaws as you
identify them.
 User testing is different from focus groups, which are a poor
way of evaluating design usability.
 Iterative Design
When to work on Usability
 Before starting the new design, test the old design to
identify the good parts that you should keep or emphasize,
and the bad parts that give users trouble.
 Unless you're working on an intranet, test your
competitors' designs to get cheap data on a range of
alternative interfaces that have similar features to your
own.
 Conduct a field study to see how users behave in their
natural habitat.
When to work on Usability
 Make paper prototypes of one or more new design ideas
and test them. The less time you invest in these design
ideas the better, because you'll need to change them all
based on the test results.
 Refine the design ideas that test best through multiple
iterations, gradually moving from low-fidelity prototyping
to high-fidelity representations that run on the computer.
Test each iteration.
 Inspect the design relative to established usability
guidelines whether from your own earlier studies or
published research.
 Once you decide on and implement the final design, test
it again. Subtle usability problems always creep in during
Need of guidelines
 As the theories underlying HCI design are difficult to
produce specific standard so most of the design rules are
based on general guidelines
 Well-known guidelines include the Apple Human
Interface Guidelines, Java Look and Feel Design Guidelines,
and Java Look and Feel Graphics Repository
Guidelines: Organization
 High-level goals for data display organization
(Smith and Mosier 1986)
1. Consistency of data display
2. Efficient information assimilation by the user
3. Minimal memory load on the user
4. Compatibility of data display with data entry
5. Flexibility for user control of data display
Guidelines Navigation
 National Cancer Institute has published a 388-
guideline
 set for Web pages:
 • “Standardize task sequences”
 • “Ensure that embedded links are descriptive”
 • “Use unique and descriptive headings”
 • “Use check boxes for binary choices”
 • “Develop pages that will print properly”
 • “Use thumbnail images to preview larger
images”
Guidelines for Accessibility
World Wide Web Consortium (W3C), adapted from
US Rehabilitation Act Amendments of 1998
 “Provide a text equivalent for every non-text
element”
 “For any time-based multimedia presentation,
synchronize equivalent [non-multimedia] alternatives”
 “Ensure that all information conveyed with color is
also available without color”
 “Provide a title for every Web frame”
Display Guidelines may be
Application- or Domain-Specific
…but in the end they share
common themes — case in point, a
Lockheed set for electric-power
control rooms
Display Guidelines
Be consistent in labeling and graphic conventions
• Standardize abbreviations
• Use consistent formatting in all displays
• Present data only if they assist the operator
• Avoid alphanumeric data when possible
• Present alphanumeric data only when necessary
• Use and maintain high-resolution monitors
• Design in monochrome first, then add color only where
needed
• Involve users when developing new displays and
procedures
Guidelines: Notification
 Wickens and Hollands have proposed techniques
for making information stand out (2000):
 intensity inverse video
 marking blinking
 size color
 fonts audio
 Caveat Notificator!
Cautions Notificator!
 Notification is an area where tradeoffs may
occur:
 attention-grabbing techniques may “dull” the
user’s awareness…or, at the very least, irritate
or annoy the user
 Similar formatting implies relationships among
similarly formatted items
 Sound saves display real estate, and is
processed differently by the brain — but, like
visual attention grabbers, must not be overdone
Guidelines: Input/Data Entry
 Proper data entry is crucial in some areas — many
 times, bad data entry results in serious consequences
 Enter Smith and Mosier again, with these goals:
1. Consistency in data-entry transactions
2. Minimal input actions by user
3. Minimal memory load on users
4. Compatibility between data entry and display
5. Flexibility for user control of data entry
 User control vs. consistency — a frequent tradeoff

Contenu connexe

Tendances

Hci user interface-design principals
Hci user interface-design principalsHci user interface-design principals
Hci user interface-design principalsAnwal Mirza
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionbrindaN
 
HCI 3e - Ch 8: Implementation support
HCI 3e - Ch 8:  Implementation supportHCI 3e - Ch 8:  Implementation support
HCI 3e - Ch 8: Implementation supportAlan Dix
 
Design process interaction design basics
Design process interaction design basicsDesign process interaction design basics
Design process interaction design basicsPreeti Mishra
 
hci in software development process
hci in software development processhci in software development process
hci in software development processKainat Ilyas
 
User Interface Design
User Interface DesignUser Interface Design
User Interface DesignGil Pasiona
 
Wimp interface
Wimp interfaceWimp interface
Wimp interfaceAbrish06
 
User Interface Design Chapter 2 Galiz
User Interface Design Chapter 2 GalizUser Interface Design Chapter 2 Galiz
User Interface Design Chapter 2 GalizLatesh Malik
 
HCI 3e - Ch 17: Models of the system
HCI 3e - Ch 17:  Models of the systemHCI 3e - Ch 17:  Models of the system
HCI 3e - Ch 17: Models of the systemAlan Dix
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3Alan Dix
 
Human computer interaction -Input output channel
Human computer interaction -Input output channelHuman computer interaction -Input output channel
Human computer interaction -Input output channelN.Jagadish Kumar
 
Interaction Design
Interaction DesignInteraction Design
Interaction Designhcicourse
 
HCI - Chapter 2
HCI - Chapter 2HCI - Chapter 2
HCI - Chapter 2Alan Dix
 
User Interface Design
User Interface DesignUser Interface Design
User Interface DesignJason Hando
 
user support system in HCI
user support system in HCIuser support system in HCI
user support system in HCIUsman Mukhtar
 
Human computer interaction
Human  computer interactionHuman  computer interaction
Human computer interactionAyusha Patnaik
 
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirements
HCI 3e - Ch 13:  Socio-organizational issues and stakeholder requirementsHCI 3e - Ch 13:  Socio-organizational issues and stakeholder requirements
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirementsAlan Dix
 
HCI 3e - Ch 10: Universal design
HCI 3e - Ch 10:  Universal designHCI 3e - Ch 10:  Universal design
HCI 3e - Ch 10: Universal designAlan Dix
 

Tendances (20)

Hci user interface-design principals
Hci user interface-design principalsHci user interface-design principals
Hci user interface-design principals
 
User Interface Design - Module 1 Introduction
User Interface Design - Module 1 IntroductionUser Interface Design - Module 1 Introduction
User Interface Design - Module 1 Introduction
 
HCI 3e - Ch 8: Implementation support
HCI 3e - Ch 8:  Implementation supportHCI 3e - Ch 8:  Implementation support
HCI 3e - Ch 8: Implementation support
 
Design process interaction design basics
Design process interaction design basicsDesign process interaction design basics
Design process interaction design basics
 
hci in software development process
hci in software development processhci in software development process
hci in software development process
 
User Interface Design
User Interface DesignUser Interface Design
User Interface Design
 
Wimp interface
Wimp interfaceWimp interface
Wimp interface
 
User Interface Design Chapter 2 Galiz
User Interface Design Chapter 2 GalizUser Interface Design Chapter 2 Galiz
User Interface Design Chapter 2 Galiz
 
HCI 3e - Ch 17: Models of the system
HCI 3e - Ch 17:  Models of the systemHCI 3e - Ch 17:  Models of the system
HCI 3e - Ch 17: Models of the system
 
HCI - Chapter 3
HCI - Chapter 3HCI - Chapter 3
HCI - Chapter 3
 
Human computer interaction -Input output channel
Human computer interaction -Input output channelHuman computer interaction -Input output channel
Human computer interaction -Input output channel
 
Interaction Design
Interaction DesignInteraction Design
Interaction Design
 
HCI - Chapter 2
HCI - Chapter 2HCI - Chapter 2
HCI - Chapter 2
 
User Interface Design
User Interface DesignUser Interface Design
User Interface Design
 
User interface design
User interface designUser interface design
User interface design
 
user support system in HCI
user support system in HCIuser support system in HCI
user support system in HCI
 
User interface-design
User interface-designUser interface-design
User interface-design
 
Human computer interaction
Human  computer interactionHuman  computer interaction
Human computer interaction
 
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirements
HCI 3e - Ch 13:  Socio-organizational issues and stakeholder requirementsHCI 3e - Ch 13:  Socio-organizational issues and stakeholder requirements
HCI 3e - Ch 13: Socio-organizational issues and stakeholder requirements
 
HCI 3e - Ch 10: Universal design
HCI 3e - Ch 10:  Universal designHCI 3e - Ch 10:  Universal design
HCI 3e - Ch 10: Universal design
 

Similaire à Design process design rules

What I Learned In Pr Writing
What I Learned In Pr WritingWhat I Learned In Pr Writing
What I Learned In Pr Writingcwhitin4
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangersguest08cd22
 
Designfo#{1} #{2}trangers
Designfo#{1} #{2}trangersDesignfo#{1} #{2}trangers
Designfo#{1} #{2}trangersguest0437b8
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangersguru100
 
Designfor strangers
Designfor strangersDesignfor strangers
Designfor strangersguestc72c35
 
Design For Strangers
Design For StrangersDesign For Strangers
Design For Strangerstest99
 
Rashmi Xerox Parc
Rashmi Xerox ParcRashmi Xerox Parc
Rashmi Xerox Parctest98
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangersguestbdd02b
 
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingSmas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingJagannadham Thunuguntla
 
HCI Unit 3.pptx
HCI Unit 3.pptxHCI Unit 3.pptx
HCI Unit 3.pptxRaja980775
 
User Experience Design - Designing for others
User Experience Design - Designing for othersUser Experience Design - Designing for others
User Experience Design - Designing for othersBART RADKA
 
User Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDPreeti Chopra
 
Colleges yvonne van_laarhoven
Colleges yvonne van_laarhovenColleges yvonne van_laarhoven
Colleges yvonne van_laarhovenDigital Power
 
Ten Usability Heuristics by Jakob Nielsen.pptx
Ten Usability Heuristics by Jakob Nielsen.pptxTen Usability Heuristics by Jakob Nielsen.pptx
Ten Usability Heuristics by Jakob Nielsen.pptxsharmiladevi941
 
Usability Engineering General guidelines
Usability Engineering General guidelinesUsability Engineering General guidelines
Usability Engineering General guidelinesREHMAT ULLAH
 
Universal usability engineering
Universal usability engineeringUniversal usability engineering
Universal usability engineeringAswathi Shankar
 

Similaire à Design process design rules (20)

What I Learned In Pr Writing
What I Learned In Pr WritingWhat I Learned In Pr Writing
What I Learned In Pr Writing
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangers
 
Biblioteca.
Biblioteca.Biblioteca.
Biblioteca.
 
Designfo#{1} #{2}trangers
Designfo#{1} #{2}trangersDesignfo#{1} #{2}trangers
Designfo#{1} #{2}trangers
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangers
 
Designfor strangers
Designfor strangersDesignfor strangers
Designfor strangers
 
Design For Strangers
Design For StrangersDesign For Strangers
Design For Strangers
 
Qué es un blog?
Qué es un blog?Qué es un blog?
Qué es un blog?
 
Rashmi Xerox Parc
Rashmi Xerox ParcRashmi Xerox Parc
Rashmi Xerox Parc
 
Designfor Strangers
Designfor StrangersDesignfor Strangers
Designfor Strangers
 
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit BookingSmas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
Smas Hits May 11, 2009 Sensex Down 193 Points On Profit Booking
 
Ijetr021224
Ijetr021224Ijetr021224
Ijetr021224
 
Ijetr021224
Ijetr021224Ijetr021224
Ijetr021224
 
HCI Unit 3.pptx
HCI Unit 3.pptxHCI Unit 3.pptx
HCI Unit 3.pptx
 
User Experience Design - Designing for others
User Experience Design - Designing for othersUser Experience Design - Designing for others
User Experience Design - Designing for others
 
User Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UEDUser Experience & Design…Designing for others…UED
User Experience & Design…Designing for others…UED
 
Colleges yvonne van_laarhoven
Colleges yvonne van_laarhovenColleges yvonne van_laarhoven
Colleges yvonne van_laarhoven
 
Ten Usability Heuristics by Jakob Nielsen.pptx
Ten Usability Heuristics by Jakob Nielsen.pptxTen Usability Heuristics by Jakob Nielsen.pptx
Ten Usability Heuristics by Jakob Nielsen.pptx
 
Usability Engineering General guidelines
Usability Engineering General guidelinesUsability Engineering General guidelines
Usability Engineering General guidelines
 
Universal usability engineering
Universal usability engineeringUniversal usability engineering
Universal usability engineering
 

Plus de Preeti Mishra

Effective Ways to Conduct Programming labs
Effective Ways to Conduct Programming labsEffective Ways to Conduct Programming labs
Effective Ways to Conduct Programming labsPreeti Mishra
 
Unit 8 software quality and matrices
Unit 8 software quality and matricesUnit 8 software quality and matrices
Unit 8 software quality and matricesPreeti Mishra
 
Unit 5 design engineering ssad
Unit 5 design engineering ssadUnit 5 design engineering ssad
Unit 5 design engineering ssadPreeti Mishra
 
architectural design
 architectural design architectural design
architectural designPreeti Mishra
 
Oo concepts and class modeling
Oo concepts and class modelingOo concepts and class modeling
Oo concepts and class modelingPreeti Mishra
 
Unit 7 performing user interface design
Unit 7 performing user interface designUnit 7 performing user interface design
Unit 7 performing user interface designPreeti Mishra
 
testing strategies and tactics
 testing strategies and tactics testing strategies and tactics
testing strategies and tacticsPreeti Mishra
 
requirements analysis and design
requirements analysis and designrequirements analysis and design
requirements analysis and designPreeti Mishra
 
Design process evaluating interactive_designs
Design process  evaluating interactive_designsDesign process  evaluating interactive_designs
Design process evaluating interactive_designsPreeti Mishra
 
Foundations understanding users and interactions
Foundations  understanding users and interactionsFoundations  understanding users and interactions
Foundations understanding users and interactionsPreeti Mishra
 
Coupling coheshion tps
Coupling coheshion tpsCoupling coheshion tps
Coupling coheshion tpsPreeti Mishra
 

Plus de Preeti Mishra (20)

Effective Ways to Conduct Programming labs
Effective Ways to Conduct Programming labsEffective Ways to Conduct Programming labs
Effective Ways to Conduct Programming labs
 
Uml intro
Uml introUml intro
Uml intro
 
Component diagram
Component diagramComponent diagram
Component diagram
 
Activity diag
Activity diagActivity diag
Activity diag
 
Object diagram
Object diagramObject diagram
Object diagram
 
Sequence diagrams
Sequence diagramsSequence diagrams
Sequence diagrams
 
State chart diagram
State chart diagramState chart diagram
State chart diagram
 
Use case Diagram
Use case DiagramUse case Diagram
Use case Diagram
 
Unit 8 software quality and matrices
Unit 8 software quality and matricesUnit 8 software quality and matrices
Unit 8 software quality and matrices
 
Unit 5 design engineering ssad
Unit 5 design engineering ssadUnit 5 design engineering ssad
Unit 5 design engineering ssad
 
architectural design
 architectural design architectural design
architectural design
 
Oo concepts and class modeling
Oo concepts and class modelingOo concepts and class modeling
Oo concepts and class modeling
 
Unit 7 performing user interface design
Unit 7 performing user interface designUnit 7 performing user interface design
Unit 7 performing user interface design
 
testing strategies and tactics
 testing strategies and tactics testing strategies and tactics
testing strategies and tactics
 
requirements analysis and design
requirements analysis and designrequirements analysis and design
requirements analysis and design
 
Design process evaluating interactive_designs
Design process  evaluating interactive_designsDesign process  evaluating interactive_designs
Design process evaluating interactive_designs
 
Foundations understanding users and interactions
Foundations  understanding users and interactionsFoundations  understanding users and interactions
Foundations understanding users and interactions
 
IntrIntroduction
IntrIntroductionIntrIntroduction
IntrIntroduction
 
Coupling coheshion tps
Coupling coheshion tpsCoupling coheshion tps
Coupling coheshion tps
 
Analysis
AnalysisAnalysis
Analysis
 

Dernier

Cost estimation approach: FP to COCOMO scenario based question
Cost estimation approach: FP to COCOMO scenario based questionCost estimation approach: FP to COCOMO scenario based question
Cost estimation approach: FP to COCOMO scenario based questionSneha Padhiar
 
Javier_Fernandez_CARS_workshop_presentation.pptx
Javier_Fernandez_CARS_workshop_presentation.pptxJavier_Fernandez_CARS_workshop_presentation.pptx
Javier_Fernandez_CARS_workshop_presentation.pptxJavier Fernández Muñoz
 
multiple access in wireless communication
multiple access in wireless communicationmultiple access in wireless communication
multiple access in wireless communicationpanditadesh123
 
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...IJAEMSJORNAL
 
Theory of Machine Notes / Lecture Material .pdf
Theory of Machine Notes / Lecture Material .pdfTheory of Machine Notes / Lecture Material .pdf
Theory of Machine Notes / Lecture Material .pdfShreyas Pandit
 
KCD Costa Rica 2024 - Nephio para parvulitos
KCD Costa Rica 2024 - Nephio para parvulitosKCD Costa Rica 2024 - Nephio para parvulitos
KCD Costa Rica 2024 - Nephio para parvulitosVictor Morales
 
Artificial Intelligence in Power System overview
Artificial Intelligence in Power System overviewArtificial Intelligence in Power System overview
Artificial Intelligence in Power System overviewsandhya757531
 
CS 3251 Programming in c all unit notes pdf
CS 3251 Programming in c all unit notes pdfCS 3251 Programming in c all unit notes pdf
CS 3251 Programming in c all unit notes pdfBalamuruganV28
 
tourism-management-srs_compress-software-engineering.pdf
tourism-management-srs_compress-software-engineering.pdftourism-management-srs_compress-software-engineering.pdf
tourism-management-srs_compress-software-engineering.pdfchess188chess188
 
Prach: A Feature-Rich Platform Empowering the Autism Community
Prach: A Feature-Rich Platform Empowering the Autism CommunityPrach: A Feature-Rich Platform Empowering the Autism Community
Prach: A Feature-Rich Platform Empowering the Autism Communityprachaibot
 
ADM100 Running Book for sap basis domain study
ADM100 Running Book for sap basis domain studyADM100 Running Book for sap basis domain study
ADM100 Running Book for sap basis domain studydhruvamdhruvil123
 
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...gerogepatton
 
A brief look at visionOS - How to develop app on Apple's Vision Pro
A brief look at visionOS - How to develop app on Apple's Vision ProA brief look at visionOS - How to develop app on Apple's Vision Pro
A brief look at visionOS - How to develop app on Apple's Vision ProRay Yuan Liu
 
Structural Integrity Assessment Standards in Nigeria by Engr Nimot Muili
Structural Integrity Assessment Standards in Nigeria by Engr Nimot MuiliStructural Integrity Assessment Standards in Nigeria by Engr Nimot Muili
Structural Integrity Assessment Standards in Nigeria by Engr Nimot MuiliNimot Muili
 
Module-1-(Building Acoustics) Noise Control (Unit-3). pdf
Module-1-(Building Acoustics) Noise Control (Unit-3). pdfModule-1-(Building Acoustics) Noise Control (Unit-3). pdf
Module-1-(Building Acoustics) Noise Control (Unit-3). pdfManish Kumar
 
STATE TRANSITION DIAGRAM in psoc subject
STATE TRANSITION DIAGRAM in psoc subjectSTATE TRANSITION DIAGRAM in psoc subject
STATE TRANSITION DIAGRAM in psoc subjectGayathriM270621
 
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...Amil baba
 
Substation Automation SCADA and Gateway Solutions by BRH
Substation Automation SCADA and Gateway Solutions by BRHSubstation Automation SCADA and Gateway Solutions by BRH
Substation Automation SCADA and Gateway Solutions by BRHbirinder2
 
Katarzyna Lipka-Sidor - BIM School Course
Katarzyna Lipka-Sidor - BIM School CourseKatarzyna Lipka-Sidor - BIM School Course
Katarzyna Lipka-Sidor - BIM School Coursebim.edu.pl
 

Dernier (20)

Cost estimation approach: FP to COCOMO scenario based question
Cost estimation approach: FP to COCOMO scenario based questionCost estimation approach: FP to COCOMO scenario based question
Cost estimation approach: FP to COCOMO scenario based question
 
Javier_Fernandez_CARS_workshop_presentation.pptx
Javier_Fernandez_CARS_workshop_presentation.pptxJavier_Fernandez_CARS_workshop_presentation.pptx
Javier_Fernandez_CARS_workshop_presentation.pptx
 
multiple access in wireless communication
multiple access in wireless communicationmultiple access in wireless communication
multiple access in wireless communication
 
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...
Guardians of E-Commerce: Harnessing NLP and Machine Learning Approaches for A...
 
Theory of Machine Notes / Lecture Material .pdf
Theory of Machine Notes / Lecture Material .pdfTheory of Machine Notes / Lecture Material .pdf
Theory of Machine Notes / Lecture Material .pdf
 
KCD Costa Rica 2024 - Nephio para parvulitos
KCD Costa Rica 2024 - Nephio para parvulitosKCD Costa Rica 2024 - Nephio para parvulitos
KCD Costa Rica 2024 - Nephio para parvulitos
 
Artificial Intelligence in Power System overview
Artificial Intelligence in Power System overviewArtificial Intelligence in Power System overview
Artificial Intelligence in Power System overview
 
CS 3251 Programming in c all unit notes pdf
CS 3251 Programming in c all unit notes pdfCS 3251 Programming in c all unit notes pdf
CS 3251 Programming in c all unit notes pdf
 
tourism-management-srs_compress-software-engineering.pdf
tourism-management-srs_compress-software-engineering.pdftourism-management-srs_compress-software-engineering.pdf
tourism-management-srs_compress-software-engineering.pdf
 
Prach: A Feature-Rich Platform Empowering the Autism Community
Prach: A Feature-Rich Platform Empowering the Autism CommunityPrach: A Feature-Rich Platform Empowering the Autism Community
Prach: A Feature-Rich Platform Empowering the Autism Community
 
Designing pile caps according to ACI 318-19.pptx
Designing pile caps according to ACI 318-19.pptxDesigning pile caps according to ACI 318-19.pptx
Designing pile caps according to ACI 318-19.pptx
 
ADM100 Running Book for sap basis domain study
ADM100 Running Book for sap basis domain studyADM100 Running Book for sap basis domain study
ADM100 Running Book for sap basis domain study
 
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...
March 2024 - Top 10 Read Articles in Artificial Intelligence and Applications...
 
A brief look at visionOS - How to develop app on Apple's Vision Pro
A brief look at visionOS - How to develop app on Apple's Vision ProA brief look at visionOS - How to develop app on Apple's Vision Pro
A brief look at visionOS - How to develop app on Apple's Vision Pro
 
Structural Integrity Assessment Standards in Nigeria by Engr Nimot Muili
Structural Integrity Assessment Standards in Nigeria by Engr Nimot MuiliStructural Integrity Assessment Standards in Nigeria by Engr Nimot Muili
Structural Integrity Assessment Standards in Nigeria by Engr Nimot Muili
 
Module-1-(Building Acoustics) Noise Control (Unit-3). pdf
Module-1-(Building Acoustics) Noise Control (Unit-3). pdfModule-1-(Building Acoustics) Noise Control (Unit-3). pdf
Module-1-(Building Acoustics) Noise Control (Unit-3). pdf
 
STATE TRANSITION DIAGRAM in psoc subject
STATE TRANSITION DIAGRAM in psoc subjectSTATE TRANSITION DIAGRAM in psoc subject
STATE TRANSITION DIAGRAM in psoc subject
 
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...
Uk-NO1 kala jadu karne wale ka contact number kala jadu karne wale baba kala ...
 
Substation Automation SCADA and Gateway Solutions by BRH
Substation Automation SCADA and Gateway Solutions by BRHSubstation Automation SCADA and Gateway Solutions by BRH
Substation Automation SCADA and Gateway Solutions by BRH
 
Katarzyna Lipka-Sidor - BIM School Course
Katarzyna Lipka-Sidor - BIM School CourseKatarzyna Lipka-Sidor - BIM School Course
Katarzyna Lipka-Sidor - BIM School Course
 

Design process design rules

  • 1. Design Process: Design Rules Preeti Mishra Course Instructor
  • 2. Design Goal  “Every designer wants to build a high quality interactive system that is admired by colleagues, celebrated by users, circulated widely, and imitated frequently.” -Shneiderman,
  • 3. Factors that affect User Experience
  • 4. Details  Useful: Your content should be original and fulfill a need  Usable: Site must be easy to use  Desirable: Image, identity, brand, and other design elements are used to evoke emotion and appreciation  Findable: Content needs to be navigable and locatable onsite and offsite  Accessible: Content needs to be accessible to people with disabilities  Credible: Users must trust and believe what you tell them
  • 6. Define Usability  Usability is a quality attribute that assesses how easy user interfaces are to use. The word "usability" also refers to methods for improving ease-of-use during the design process.
  • 7. Principles to Support Usability  Learnability  Flexibility()  Robustness()
  • 8. Learnability (The ease with which new users can begin effective interaction and achieve maximal performance. )
  • 9. Principles affecting Learnability  Predictability  Synthesizability  Familiarity  Generalizability  Consistency
  • 10. Predictability determining effect of future actions based on past interaction history, operation visibility
  • 11. Synthesizability  Synthesizability: support for the user to assess the effect of past operations on the current state (can I ‘tell’ why I am here based on what I have gone through in the past?).
  • 12. Familiarity  Familiarity: the extent to which a user's knowledge and experience in other real-world or computer-based domains can be applied when interacting with a new system.
  • 13. Generalizability  support for the user to extend knowledge of specific interaction within and across applications to other similar situations.
  • 14. Consistency  likeness in input-output behaviour arising from similar situations or similar task objectives.
  • 15. Flexibility The multiplicity of ways the user and system exchange information.
  • 16. Principles affecting Flexibility  Dialog Initiative  Multi-Threading  Task Migratability  Substiutivity  Customizability
  • 17. Dialogue initiative  user freedom from artificial constraints on the input dialog imposed by the system; user vs system - who has the initiative in the dialog?
  • 18. Multithreading  the ability of the system to support user interaction for more than one task at a time.
  • 19. Task Migratability  the ability to transfer control for execution of tasks between the system and the user (consider e.g., spell-checking task).
  • 20. Substitutivity  :the extent to which an application allows equivalent input and output values to be substituted for each other (values in input eg fractions/decimals, values in output eg both digital and analog, output/input eg output can be reused as input).
  • 21. Customizability  the ability of the user or the system to modify the user interface. (adaptability vs adaptivity) ?- initiated modification.
  • 22. Robustness The level of support provided to the user in determining successful achievement and assessment of goal-directed behaviour.
  • 23. Principles affecting Robustness  Observability  Recoverability  Responsiveness  Task Conformance
  • 24. Observability  the extent to which the user can evaluate the internal state of the system from the representation on the user interface.
  • 25. Recoverability:  the extent to which the user can reach the intended goal after recognizing an error in the previous interaction.
  • 26. Responsiveness  a measure of the rate of communication between the user and the system.
  • 27. Task conformance  the extent to which the system services support all the tasks the user would wish to perform and in the way the user would wish to perform.
  • 28. Heuristics to Measure Usability They are called "heuristics" because they are broad rules of thumb and not specific usability guidelines.
  • 29. We can consider TWO sets here (Already Studied)  Shneiderman’s Eight Golden Rules of Interface Design  Norman’s Seven Principles for Transforming Task into Simple Ones
  • 30. Ben Shneiderman's 8 Golden Rules  1. Strive for consistency: layout, terminology, command usage, etc.  2. Cater for universal usability: recognize the requirements of diverse users and technology. For instance add features for novices eg explanations, support expert users eg shortcuts.  3. Offer informative feedback: for every user action, offer relevant feedback and information, keep the user appropriately informed, human-computer interaction.  4. Design dialogs to yield closure: help the user know when they have completed a task.  5. Offer error prevention and simple error handling: prevention and (clear and informative guidance to) recovery; error management.  6. Permit easy reversal of actions: to relieve anxiety and encourage exploration, because the user knows s/he can always go back to previous states.  7. Support internal locus of control: make the user feel that s/he is in control of the system, which reponds to his/her instructions/commands. 8. Reduce short- term memory load: make menus and UI elements/items visible, easily available/retrievable, ...
  • 31. [Donald] Norman's 7 Principles  1. Use both knowledge in the world and knowledge in the head.  2. Simplify the structure of tasks.  3. Make things visible: bridge the gulfs of Execution and Evaluation.  4. Get the mappings right.  5. Exploit the power of constraints, both natural and artificial.  6. Design for error.  7. When all else fails, standardize.
  • 32. Some more …Heuristics to measure Usability 1. Visibility of system status 2. Match between system and the real world 3. User control and freedom 4. Consistency and standards 5. Error prevention 6. Recognition rather than recall 7. Flexibility and efficiency of use 8. Aesthetic and minimalist design 9. Help users recognize, diagnose, and recover from errors 10. Help and documentation
  • 33. Some more …Heuristics to measure Usability  Visibility of system status The system should always keep users informed about what is going on, through appropriate feedback within reasonable time.  Match between system and the real world The system should speak the users' language, with words, phrases and concepts familiar to the user, rather than system-oriented terms. Follow real-world conventions, making information appear in a natural and logical order.  User control and freedom Users often choose system functions by mistake and will need a clearly marked "emergency exit" to leave the unwanted state without having to go through an extended dialogue. Support undo and
  • 34. 10 important Heuristics to measure Usability  Consistency and standards Users should not have to wonder whether different words, situations, or actions mean the same thing. Follow platform conventions.  Error prevention Even better than good error messages is a careful design which prevents a problem from occurring in the first place. Either eliminate error-prone conditions or check for them and present users with a confirmation option before they commit to the action.  Recognition rather than recall Minimize the user's memory load by making objects, actions, and options visible. The user should not have to remember information from one part of the dialogue to another. Instructions for use
  • 35. Some more …Heuristics to measure Usability  Flexibility and efficiency of use Accelerators -- unseen by the novice user -- may often speed up the interaction for the expert user such that the system can cater to both inexperienced and experienced users. Allow users to tailor frequent actions.  Aesthetic and minimalist design Dialogues should not contain information which is irrelevant or rarely needed. Every extra unit of information in a dialogue competes with the relevant units of information and diminishes their relative visibility.
  • 36. Some more …Heuristics to measure Usability  Help users recognize, diagnose, and recover from errors Error messages should be expressed in plain language (no codes), precisely indicate the problem, and constructively suggest a solution.  Help and documentation Even though it is better if the system can be used without documentation, it may be necessary to provide help and documentation. Any such information should be easy to search, focused on the user's task, list concrete steps to be carried out, and not be too large.
  • 38. How to Improve Usability  There are many methods for studying usability, but the most basic and useful is user testing, which has 3 components:  Get hold of some representative users, such as customers for an e-commerce site or employees for an intranet (in the latter case, they should work outside your department).  Ask the users to perform representative tasks with the design.  Observe what the users do, where they succeed, and where they have difficulties with the user interface. And let the users do the talking.
  • 39. Points to remember while going for Usability  It's important to test users individually and let them solve any problems on their own. If you help them or direct their attention to any particular part of the screen, you have contaminated the test results.  To identify a design's most important usability problems by:  testing 5 users is typically enough.  Rather than run a big, expensive study, it's a better use of resources to run many small tests and revise the design between each one so you can fix the usability flaws as you identify them.  User testing is different from focus groups, which are a poor way of evaluating design usability.  Iterative Design
  • 40.
  • 41. When to work on Usability  Before starting the new design, test the old design to identify the good parts that you should keep or emphasize, and the bad parts that give users trouble.  Unless you're working on an intranet, test your competitors' designs to get cheap data on a range of alternative interfaces that have similar features to your own.  Conduct a field study to see how users behave in their natural habitat.
  • 42. When to work on Usability  Make paper prototypes of one or more new design ideas and test them. The less time you invest in these design ideas the better, because you'll need to change them all based on the test results.  Refine the design ideas that test best through multiple iterations, gradually moving from low-fidelity prototyping to high-fidelity representations that run on the computer. Test each iteration.  Inspect the design relative to established usability guidelines whether from your own earlier studies or published research.  Once you decide on and implement the final design, test it again. Subtle usability problems always creep in during
  • 43. Need of guidelines  As the theories underlying HCI design are difficult to produce specific standard so most of the design rules are based on general guidelines  Well-known guidelines include the Apple Human Interface Guidelines, Java Look and Feel Design Guidelines, and Java Look and Feel Graphics Repository
  • 44. Guidelines: Organization  High-level goals for data display organization (Smith and Mosier 1986) 1. Consistency of data display 2. Efficient information assimilation by the user 3. Minimal memory load on the user 4. Compatibility of data display with data entry 5. Flexibility for user control of data display
  • 45. Guidelines Navigation  National Cancer Institute has published a 388- guideline  set for Web pages:  • “Standardize task sequences”  • “Ensure that embedded links are descriptive”  • “Use unique and descriptive headings”  • “Use check boxes for binary choices”  • “Develop pages that will print properly”  • “Use thumbnail images to preview larger images”
  • 46. Guidelines for Accessibility World Wide Web Consortium (W3C), adapted from US Rehabilitation Act Amendments of 1998  “Provide a text equivalent for every non-text element”  “For any time-based multimedia presentation, synchronize equivalent [non-multimedia] alternatives”  “Ensure that all information conveyed with color is also available without color”  “Provide a title for every Web frame”
  • 47. Display Guidelines may be Application- or Domain-Specific …but in the end they share common themes — case in point, a Lockheed set for electric-power control rooms
  • 48. Display Guidelines Be consistent in labeling and graphic conventions • Standardize abbreviations • Use consistent formatting in all displays • Present data only if they assist the operator • Avoid alphanumeric data when possible • Present alphanumeric data only when necessary • Use and maintain high-resolution monitors • Design in monochrome first, then add color only where needed • Involve users when developing new displays and procedures
  • 49. Guidelines: Notification  Wickens and Hollands have proposed techniques for making information stand out (2000):  intensity inverse video  marking blinking  size color  fonts audio  Caveat Notificator!
  • 50. Cautions Notificator!  Notification is an area where tradeoffs may occur:  attention-grabbing techniques may “dull” the user’s awareness…or, at the very least, irritate or annoy the user  Similar formatting implies relationships among similarly formatted items  Sound saves display real estate, and is processed differently by the brain — but, like visual attention grabbers, must not be overdone
  • 51. Guidelines: Input/Data Entry  Proper data entry is crucial in some areas — many  times, bad data entry results in serious consequences  Enter Smith and Mosier again, with these goals: 1. Consistency in data-entry transactions 2. Minimal input actions by user 3. Minimal memory load on users 4. Compatibility between data entry and display 5. Flexibility for user control of data entry  User control vs. consistency — a frequent tradeoff