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This document explores the essential concepts of Design Rule Ontology and Design Patterns, providing a vocabulary for understanding design rules in HCI. It delves into principles, guidelines, and standards set by various governing bodies while discussing how these theories influence software and hardware designs. Additionally, it addresses usability from multiple stakeholder perspectives and highlights important design patterns that enhance user experience. Exercises offer practical applications, encouraging readers to apply theoretical knowledge in a real-world context for better design outcomes.
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Design Rule Ontology Onno Kubbe kubbe@cs.vu.nl
Introduction • Design Rule Ontology: definition of subject and explanation • You will learn A vocabulary on design rules and describe a problem with this vocabulary.
Overview Design Rules • Principles • Guidelines • Standards
Standards • Set by national or international bodies • Hardware (e.g. ISO 9241) • Theory: physiology or ergonomics/human factors • Software (e.g. ISO 14915) • Theory: psychology or cognitive science • Change • In hardware change is more ‘set in stone’ vs software ‘easier to change’
Guidelines • Incompleteness of theories underlying design makes it difficult to provide standards. • Solution: create suggestive and general guidelines. • Problems: Level of abstraction
Principles • Abstract design rules with high generality and low authority • Learnibility • Flexibility • Robustness
Learnability Concerns the features of the interactive system that allows novice users to understand how to use it initially and then to attain a maximal level of performance. • Predictability • Synthesizability • Familiarity • Generalizability • Consistency
Flexibility The multiplicity of ways in which the end-user and the system exchange information • Dialog initiative • Multi-threading • Task migratability • Substitutivity • Customizability
Robustness In a work or task domain a user is engaged with a computer to achieve some set of goals. The robustness of that interaction covers features that support the successful achievement and assessment of the goals. • Observability • Recoverability • Responsiveness • Task Conformance
Golden Rules and heuristics • Shneiderman’s 8 golden rules of interface design • Norman 7 principles for Transforming Diffictult Tasks into simple ones
Excercise • A windows XP design flaw? (handout) What design principles are violated in your opinion and why. Imagine you are a designer for Microsoft: What priority should ‘repair’ have and why. • If you relate this ontology to the DUTCH design method where can you use it in the process? Motivate.
Summary • What have we learned • Questions
Literature • Human-computer Interaction, A. Dix, J. Finlay, G.D. Abowd, R. Beal, 2004, chapter 7 pp. 258-287
Design Patterns Onno Kubbe kubbe@cs.vu.nl
Introduction • Design Patterns: definition of subject and explanation • You will learn how to use Design Patterns in your project
Design Patterns • Origin Architecture -> computer science -> HCI • Why patterns To find an invariant solution to a recurrent problem with a specific context • Formats Architecture: “quality without a name” Computer Science: “re-use, flexibility and efficiency of the sysem” HCI: “usability”
Usability • What is usability • A stakeholders perspective • A method of measuring usability • The jump to HCI design patterns
A stakeholder perspective on usability • Designer • Engineer • User
Usability indicators • Learnability • Memorability • Speed of performance • Error rate • Satisfaction • Task completion
A users perspective on Design Patterns • A UID Design pattern should state the impact on at least one of the usability indicators (more refined def of design pattern) • Amsterdam Collection of UID Design Patterns
Pattern Languages • What is a pattern Language - mental model • Structure and organization • Connecting patterns by • Aggregation • Specialization • Association
A pattern language for Interaction Design • Posture • Purpose: personal, social, commercial • Experience • Main user goals and tasks on a high level • Task • Solutions to small user problems that are part of a higher level ‘experience’ • Action • Specific uses of well known widgets or describe custom made widgets.
Examples • Posture: news site, portal • Experience: shopping, informing, browsing • Task: poll, forum, guided tour • Action: login, exit, choices
Excercises • A website about dog cognition http://www.cs.vu.nl/ai/asr/Projects/dog-cognition/index.html What design patterns are used? Are they connected someway? Is there a narrative here? Motivate your answer. • If you relate design patterns to the DUTCH design method where can you use it in the process? Motivate. • In your detailed design can you recognize patterns that you use or can use? As always motivate your answer.
Summary • What have we learned • How to • Questions
Literature • Patterns as tools for User Interface Design., van Welie M., van der Veer G.C., Eliens A. • Breaking down usability, van Welie M., van der Veer G.C., Eliens A. Proceedings of Interact ’99, Edinburgh Scotland • Pattern Languages in Interaction Design: Structure and Organisation, van Welie M., van der Veer G.C., Interact 2003 • Wed design patterns, Mobile UI patterns, http://www.welie.com (2006) • Common ground: a pattern language for human-computer interaction: http://www.mit.edu/~jtidwell/common_ground_onefile.html • http://www.cs.kent.ac.uk/people/staff/saf/patterns/gallery.html (2006)