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Designing Interfaces and Dialogues

Designing Interfaces and Dialogues. Learning Objectives. Explain the process of designing interfaces and dialogues and the deliverables for their creation. Contrast and apply several methods for interacting with a system.

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Designing Interfaces and Dialogues

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  1. Designing Interfaces and Dialogues

  2. Learning Objectives • Explain the process of designing interfaces and dialogues and the deliverables for their creation. • Contrast and apply several methods for interacting with a system. • List and describe various input devices and discuss usability issues for each in relation to performing different tasks. • Discuss the general guidelines for interface design. • Discuss the design of human-computer dialogues and the use of dialogue diagramming. • Design graphical user interfaces. • Explain interface design guidelines unique to the design of Internet based e-commerce systems.

  3. System Development Life Cycle SDLC

  4. Introduction • Interface Design focuses on how information is provided to and captured from users • Dialogue design focuses on the sequencing of interface displays • Dialogues = conversation between two people • Interface = rules followed by each person during conversation.

  5. The Process of Designing Interfaces and Dialogues • User-focused activity • Employs prototyping methodology: • Collect info. • Construct prototype • Assess usability • Make refinements • Follows the same questions that are answered in the forms and reports design process • Who, What, When, Where, How.??????

  6. Deliverables and Outcomes • Same as the Forms and Reports Deliverables. Narrative overview: Title (Name), User, Task, System and Environment characteristics. Sample Design: Form/Report Design and Dialogue Sequence (Storyboard) Testing and usability assessment: Measuring Usability (Time To learn, rate of error). With one exception: Dialogue sequence: the ways a user can move from one display to another. Design Specifications

  7. Design specification for interfaces and dialogues

  8. Interaction Methods & Devices • Interface: a method by which users interface with an information system. • Methods of Interaction for designing usable interfaces include: • Command Language Interaction • Menu Interaction: (Pop-Up & Drop-Down) • Form Interaction • Object Based Interaction • Natural Language Interaction

  9. Interaction Methods1) Command Language Interaction • Command Language Interaction: Users enter explicit statements into a system to invoke operations within a system. • Difficult to interact with – requires remembering commands, names, syntax. • Good for expert users.

  10. Interaction Methods2) Menu Interaction • Menu Interaction: a method in which a list of options is provided and specific command is invoked by user selection of a menu option. • Menu complexity varies according to the needs of a system and capabilities of development environment. • Single menu • Hierarchies (levels) • Two common placement methods: • Pop-up • Drop-down

  11. Interaction Methods2.1) Pop-Up Menu • A menu positioning method that places a menu near the current cursor position • Used to: • Group commandsfor a certain job • Provide a list of possible use • Fill a table with validvalues

  12. Interaction Methods2.2) Drop-Down Menu • A menu positioning method that places the access point of the menu near the top-line of display; when accessed, menus open by dropping-down onto display. • Provide consistency and efficient display space • Toolbars? Input Device Menus? • Most advanced operating environments, such as Microsoft windows or the Apple Macintosh, provide a combination of both pop-up and drop-down menu.

  13. Interaction MethodsGuidelines for Menu Design Quit

  14. Poor Menu Design

  15. Good Menu Design

  16. Interaction Methods3) Form Interaction A highly intuitive human-computer interaction whereby data fields are formatted in a manner similar to paper-based forms. • Allows users to fill in the blanks when working with a system • Measures of an effective design • Self-explanatory title and field headings • Fields organized into logical groupings • Distinctive boundaries • Default values • Displays appropriate field lengths • Minimizes the need to scroll windows

  17. Interaction Methods 4) Object-Based Interaction • A human-computer interaction method in which symbols are used to represent commands or functions. • Symbols are used to represent commands or functions • Icons • Graphic symbols that look like the processing option they are meant to represent • Use little screen space • Can be easily understood by users • Used to display desktops in modern operating systems and starting interfaces.

  18. Interaction Methods 5) Natural Language Interaction • A human –computer interaction method whereby inputs to and outputs from a computer based application are in a conventional spoken language such as English. • Not as viable (practical) as other interface methods. • Can be tedious, frustrating and time-consuming (might require learning). • Used in a narrow domains (database quires, accessibility) • Might be applied using voice entry systems

  19. Hardware Options for System Interaction • Keyboard • Mouse • Trackball • Joystick • Touch Screen • Light Pen • Graphic Tablet • Voice

  20. Visual Blocking (extent to which device blocks display when using) touch screen, light pen User Fatigue( potential for fatigue over long use) touch screen, light pen Movement Scaling (extent to whichdevice movement translates to equivalent screen movement) keyboard, mouse, joystick, trackball, graphics tablet, voice Durability (lack of durability or need for maintenance (e.g., cleaning) trackball, touch screen Adequate Feedback (extent to which device provides adequate feedback for each operation) keyboard, mouse, joystick, trackball, graphics tablet, voice Speed( cursor movement speed) keyboard Pointing Accuracy( ability to precisely direct cursor) joystick, touch screen, light pen, voice Usability Problems with Hardware Devices

  21. Designing Interfaces • Guidelines for: • Designing Interface Layouts • Structuring Data Entry fields • Controlling Data Input • Providing Feedback • Providing Help

  22. 1. Designing Interface Layouts • Use Standard formats similar to both paper-based forms and reports. • Forms have several general common areas : • Header information • Sequence and time-related information. • Instruction or formatting information • Body or data details • Totals or data summary • Authorization or signatures • Comments.

  23. paper-based form for reporting customer sales activity.

  24. computer-based activity form reporting customer sales activity.

  25. Another concern when designing the layout of computer-based forms is:- • Screen navigation on data entry: screens should be left-to-right, top-to-bottom as on paper forms • Flexibility and consistency : • Users should be able to move freely between fields • Data should not be permanently saved until the user explicitly requests this • Each key and command should be assigned to one function: • Cursor capabilities. • Editing capabilities. • Exit capabilities. • Help capabilities.

  26. 2. Structuring Data Entry Rules

  27. Entering Text

  28. 3. Controlling Data Input • One objective of interface design is to reduce data entry errors • Achieved by anticipating user errors and designing features into the system’s interfaces to avoid, detect and correct data entry mistakes • Sources of data errors: • Appending: adding additional characters • Truncating: losing characters • Tran scripting: entering invalid data into a field • Transposing: reversing the sequence of characters

  29. Controlling Data Input • Although DBMS can ensure data validity, it is faster and easier to correct erroneous data before they are stored. If a DBMS cannot perform these tests, then you must design the tests into program modules. An example of one item that is a bit sophisticated, self-checking digits, is shown in Fig 12-14

  30. Studies • J. Verhoeff (Error Detecting Decimal Codes, Mathematical Centre Tract 29, The Mathematical Centre, Amsterdam, 1969, cited in Wagner and Putter, "Error Detecting Decimal Digits“. • single errors:a becomes b (60% to 95% of all errors) • omitting or adding a digit (10% to 20%) • adjacent transpositions: ab becomes ba (10% to 20%) • twin errors:aa becomes bb (0.5% to 1.5%) • jump transpositions:acb becomes bca (0.5% to 1.5%) • jump twin errors:aca becomes bcb (below 1%) [lower for longer jumps] • phonetic errors: a0 becomes 1a [since the two have similar pronunciations in some languages, e.g. thirty and thirteen] (0.5% to 1.5%)

  31. Schemes for detecting decimal number errors • ISBN mod 11 check • IBM check (used with most credit cards) • Electronic Funds Transfer routing number check • UPC check (used on product bar codes) • Verhoeff's dihedral group D5 check

  32. 4. Providing Feedback • Feedback is very important in any conversation between people! • Similarly, in a human-computer interaction, system feedback is vital for a satisfactory interaction • There are three types of system feedback • Status Information • Prompting Cues • Error and Warning Messages

  33. Status Information • Keeps users informed of what is going on in system • Displaying status information is especially important if the operation takes longer than a second or two • Using different textual and visual effects Progress Bars, Status Bars, Mouse Icons • Prompting Cues • Best to keep as specific as possible • ID ____________ • Enter Student ID: _ _ _ _ _ _ _ _ • Error and Warning Messages • Messages should be specific and free of error codes and jargon • User should be guided toward a result rather than scolded • Use terms familiar to user • Be consistent in format and placement of messages

  34. 5. Providing Help • Place yourself in user’s place when designing help Guidelines: • Simplicity Help messages should be short and to the point • Organization Information in help messages should be easily absorbed by users • Demonstration It is useful to explicitly show users how to perform an operation (Tutorials, Animation)

  35. Poor Design of a HELP display

  36. Hypertext-based help system for Microsoft’s Internet Explorer 5.

  37. Providing Help • Context-Sensitive Help • Enables user to get field-specific help • Users should always be returned to where they were when requesting help • Help and Support technologies • Built-in help files. • HTML Help (CHM files: Windows Compiled Help) • Online Help and Support • Knowledge Based (KB) and User Forums • Virtual Assistants

  38. Many commercially available systems provide extensive system help.

  39. Designing Dialogues • Dialogue:The sequences of interaction between a user and a system. • Dialogue design: The process of designing these overall sequences .

  40. Guidelines for the Design of Dialogues 1. consistency: same labels, and same information locations on all displays. 2. Shortcut &sequence: allow short cuts for advanced users. 3. Feedback 4. Closure: indication of dialogue ending. 5. Error handling: reasons and suggestions. 6. Reversal: undo and double confirmation. 7. Control: acceptable timing for data dealing. 8. Ease

  41. The dialogue design process has three major steps: • Designing the dialogue sequence • Building a prototype • Assessing Usability • Designing the dialogue sequence • Define the dialogue sequence. How? • By having a clear understanding of the user, task, technological and environmental characteristics. • Transform this activities into Dialogue Diagramming. • Dialogue Diagram: A formal method for designing and representing human-computer dialogues using box and line diagrams

  42. Dialogue Diagram • Consists of a box with three sections • Top: Unique display reference number • Middle: Contains the name or description of the display • Bottom: Contains display reference numbers that can be accessed from the current display

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