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Interface Guidelines & Principles

Interface Guidelines & Principles. Consider Function First Presentation Later. Interface Guidelines & Principles. 7 principles for Interface Design Focus on the users & tasks, not technology. Conform to the User’s View of the Task. Consider function first, presentation later.

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Interface Guidelines & Principles

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  1. Interface Guidelines & Principles Consider Function First Presentation Later

  2. Interface Guidelines & Principles • 7 principles for Interface Design • Focus on the users & tasks, not technology. • Conform to the User’s View of the Task. • Consider function first, presentation later.

  3. Function 1st, Presentation Later • Does NOT mean • Get the functionality designed and implemented first and worry about the user interface later. • The word function here refers to implementation. Get the system/prototype functioning first. • Do NOT write code before you have considered the user interface’s function.

  4. Function 1st, Presentation Later • Does mean • What concepts will the software expose to users? • Are the concepts new, familiar? • What data will users work with? • What information does the data provide? • Where does the data come from? • What are the options the system will have? • Adaptive, personalization, direct-manipulation. • Function means Role. What is the role of the software.

  5. Two Views of Function User versus Designer

  6. User Mental Model • User’s view of the system. • System and its function. • Expectations of the users.

  7. Conceptual Model • Model of the product that the designer wants the user to understand. • Designer’s view of the product. • Expressed in terms of the concepts of the intended user’s task domain • Data and how, when, where it will be used. • In most cases, this is NOT an interface drawing. • Explains the function of the software and what people need to be aware of in order to use it.

  8. Conceptual Model vs. Mental Model • UNIX operating system. Rename a file. • Conceptual Model is to use mv. • This moves a file, simplifies the need for another command. • User Mental Model • User wants to rename, rn or re not move the file.

  9. Developing a Conceptual Model

  10. 1. Object/Action Analysis • Define all of the objects. • Nouns. • Define all of the actions. • Verbs

  11. 2. Lexicon or Ontology • Ontology • A common vocabulary for a specific domain. • Learn the users’ vocabulary and introduce yours. • Agree upon a common use of terms.

  12. 3. Scenarios • Task Scenarios • Scenario development • Participatory vs. Designer (Conceptual Model) • Participatory • Users are involved in the design of the scenarios. • Designer based scenarios • Designer uses conceptual model to develop scenarios. • Conceptual Model = Mental Model???

  13. 3. Scenarios • Scenario Implementation • System Model • System architecture: device + data flow

  14. 3. Scenarios: System Model

  15. 3. Scenarios • Scenario Implementation • System Model • System architecture: device + data flow • Scenario Cases • Goals, Objects, Actions, Time, etc.

  16. Developing a Conceptual Model • Object and Action Analysis • Lexicon or Ontology • Scenarios Mental Model = Conceptual Model Cartoon by Mark Parisi. Used by special permission.

  17. Benefits of Conceptual Model • Identifies actions that are shared by many objects. • Forces the designer to think about the user. • Ontology allows designer to communicate with the users. • Conceptual Model will conform to User’s Mental Model

  18. In Class Exercise • Scholarship search engine from Assignment #2. • Develop a conceptual model for the scholarship search engine. • abridged just the interface model • approximately 4 webpages

  19. Dilemma on Device Clutter • See Page 36 • Solutions • http://www.smarthome.com/_/index.aspx

  20. Gitta Saloman Interview • Your approach to design • What are your biggest challenges • If you’re given a prototype or product to evaluate and you discover that it is really bad, what do you do?

  21. Human Factors • Language • English, Spanish, Chinese, etc. • Vocabulary, Ontology • Colors • Layout • Focus the user’s attention • Etiquette and Tone • Tone: Serious versus Play • Non offensive design • Special Requirements • Disabilities

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