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User Interface

User Interface

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User Interface

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  1. User Interface By: Jason, Matt, Dylan, Eric, Jeremy Group Manager: Eduardo

  2. Table of Contents 1) User Interface 2) Kinds of Interfaces 3) Interface Usability 4) Prototyping and Iterative design 5) Data Presentation 6) Work Cited

  3. User Interface • Also called Human Computer Interface • The means by which the users use and interact with a system • User Interfaces provide two things • Input • Output • Output lets the system display or print the changes made by the user • Input lets the users make changes or give commands to the system

  4. Kinds of Interfaces By Matt

  5. Kinds of Interfaces • GUI • GUIs was invented by researchers at the Stanford Research Institute, led by Douglas Engelbart • GUI was used as a primary interface for Xerox Alto • Most modern general-purpose GUIs are derived from this system • Actions are performed through direct manipulation of the graphical elements

  6. Kinds of Interfaces • Command Line • require commands to be typed on the keyboard • Most modern operating systems use little Command Line because it is inefficient and very time consuming

  7. Command Line 1) Jackpot Program 2) Name Display Program

  8. GUI

  9. GUI (Cont.)

  10. Interface Usability By Eric Wolk

  11. Usability • A measurement of how user friendly the interface can be • It’s a rating of how well a system carries out a specific task

  12. Benefits in Usability • Benefits • Higher revenues through increased sales • Increased user efficiency • Reduced development costs • Reduced support costs

  13. Factors in Usability • Increased productivity • Decreased training and support costs • Increased sales and revenues • Reduced development time and costs • Reduced maintenance costs • Increased customer satisfaction

  14. Problems in Usability • Working Posture • Design of Workstation Furniture • Screen Displays • Input Devices • Organizational Issues • Office Environment • Software Interface

  15. Usability Metrics • While conducting usability tests, designers must use usability metrics to identify what it is they are going to measure

  16. Prototyping and Iterative design By Jeremy Cullen

  17. Prototyping and Iterative Design • User Interface Prototyping and Iterative Design are one in the same. • They are techniques which are used in making up the User Interface of a system.

  18. Prototyping and Iterative Design (Cont.) • You do not have to create a prototype for the entire system • It is very common to prototype a small portion, maybe just a single screen or HTML page • Sometimes prototyping a large portion is needed • To help envision an exercise • Help define the system scope

  19. Prototyping • With Prototyping: • You are putting together the initial elements of the User Interface of your system. • You have to figure out what is needed of your system. • Once a prototype is built, you must test it out.

  20. Iterative Design • Iterative Design process comes into play: • After testing is done, if you feel that your prototype is inadequate. • Go back to square one and fix whatever problems you came up with. • It is a trial and error process that can repeat as many times as necessary.

  21. Prototype Activity Diagram

  22. Data Presentation By Jason & Eduardo

  23. Data Presentation Gestalt Laws • Gestalt theory is a family of psychological theories • Gestalt Theory is one of the foundations for instructional screen design • The Laws of Perception taken from Gestalt theory can inform how we can improve the screen design in order to make the presentation clearer and more helpful in the learning process. • There are eleven laws that were identified to improve screen design and learning

  24. Eleven Laws of Gestalt • Law of Similarity • Law of Pragnanz • Law of Proximity • Law of Continuation • Law of Closure • Law of Balance/Symmetry • Law of Focal Point • Law of Isomorphic Correspondence • Law of Figure-Ground • Law of Unity/Harmony • Law of Simplicity

  25. Law of Similarity • Items that are similar tend to be grouped together

  26. Law of Pragnanz • Reality is organized or reduced to the simplest form possible

  27. Law of Proximity • Objects near each other tend to be grouped together

  28. Law of Continuity • Lines are seen as following the smoothest path

  29. Law of Closure • Objects grouped together are seen as a whole

  30. Law of Balance/Symmetry • A object may appear incomplete or out of place if the object is not balanced or symmetrical

  31. Law of Focal Point • Every visual presentation needs a focus of interest to attract the viewer without one the view can become distracted

  32. Law of Isomorphic Correspondence • Not all symbols having the same meaning to everyone • Don’t assume the user knows what the symbol is

  33. Law of Figure-Ground • Two different foreground colors let the viewer perceive different things from the same illustration

  34. Law of Unity/Harmony • Everything so flow together • There shouldn’t be any extraneous details or graphics • Everything should look as through it belongs together

  35. Law of Simplicity • When a user is presented with something visual, there is an unconscious effort to simplify what the user is seeing into something they can understand • Keep things simple and basic in order to prevent the user from becoming confused and lost

  36. Work Cited • Mirel, Barbara. “Journal of Usability Studies.” Journal of Userablilty Studies. Volume 3, Issue 4, August 2008, pp. 149-151. • “Gestalt Theory in Visual Screen Design – A New Look at an Old Subject.” User Interface. Australian Computer Society Inc. 2008. <http://crpit.com/confpapers/CRPITV8Chang.pdf> • “User Interface Prototypes” Scott W. Ambler. 2003. Ambysoft Inc. 4 Oct. 2008. <http://www.agilemodeling.com/artifacts/uiPrototype.htm> • Nov. 08, 2008 <http://www.agilemodeling.com/images/models/uiPrototyping.jpg>