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CS305: HCI in SW Development

CS305: HCI in SW Development. Readings: ID-Book Textbook Ch. 6, through page 240 for Exam 2 Website on “Duck Book” http://designinginterfaces.com/ . Where Are We?. We know about… Learning about users and tasks Conceptual models, mental models, metaphors, interaction styles/modes

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CS305: HCI in SW Development

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  1. CS305: HCI in SW Development Readings: ID-Book Textbook Ch. 6, through page 240 for Exam 2 Website on “Duck Book” http://designinginterfaces.com/

  2. Where Are We? • We know about… • Learning about users and tasks • Conceptual models, mental models, metaphors, interaction styles/modes • Lo-fidelity prototyping • You can now use this to: • Part 2 of project • Next we want to get more detailed… • Plan, prototype and evaluate more of the high-level features of a new system • Closer to finished product • Part 3 of project

  3. Outline • Outline: • Designing overall UI flow • Windows • Widgets / Controls

  4. Overall UI Flow • Major UI elements are probably windows or screens (on handhelds) • What are they? How are they organized? • Do they “match” users’ mental models of how they want to achieve tasks? • Compare to SW architecture design • Major components and their roles • How they’re related • Save detailed design (inside modules) for later

  5. Goal of Modeling UI Flow • Identify major UI components (windows) • High-level description of their role • Interactions between these • Conditions? • Two levels possible • At conceptual design (more abstract) • At physical design (what will be windows)

  6. UIDE book’s Content Diagrams • Content diagram is: • lo-fi prototype that shows organization and structure of the UI • from the designer’s perspective (?) • In physical design, can be transformed into GUI or website or… • May not be a one-to-one match between this level of abstraction and final physical design

  7. Creating a Content Diagram • Need to know: • Primary tasks, objects, etc. for this UI • Probably want to have use-cases, scenarios, etc. • Then, • Identify containers and “task objects” • Decide which tasks go into each container • Define links that show navigation flow

  8. Content Diagrams: Containers • Container • an abstract representation of some part of a user’s work activity • includes functions required to do that activity • Various levels within the diagram • Main container should record • Vital tasks and Frequent tasks • “Lower-level” containers

  9. Content Diagrams: Links • Links • how the user will navigate in the UI between these functional areas • Single link: next container becomes primary focus • Double link: second container requires context of first container • Example: spell checking window in a word-processor • Links may have labels to indicate conditions on them

  10. Representing Containers UIDE book’s template Note: Objects are Task Objects

  11. Example Container

  12. Example Content Diagram

  13. Another Approach: UI Flow Diagrams • We can do less than this and still benefit • Prototype often called a UI Flow Diagram or Navigation Diagram in the Unified Process methodology • Post-its or boxes represent major UI elements (e.g. Windows) • Each has a title (or short description) and often an ID • ID used to refer to a more detailed diagram (perhaps done later) • Goals: • Get high-level overview • Trace through use-cases or scenarios

  14. Example: UI Flow Diagram • From: http://www.agilemodeling.com/artifacts/uiFlowDiagram.htm

  15. At the End: Menu Trees • Menu trees often used as a form of user documentation • You can see how the earlier design representations lead to these • Forms of menu trees may indicate problems (see next slide)

  16. Forms of Menu Trees

  17. Menu Tree for an MP3 Player

  18. Summary on UI Flow • Plan overall structure of your major UI elements • Windows or screens • Menus (problably later) • Some lo-fi methods are quick and potentially useful • If you base these or evaluate these using your scenarios or use-cases

  19. UI Patterns

  20. Book: Patterns for Effective Interface Design • Interesting recent book! • Publisher’s site: http://www.oreilly.com/catalog/designinterfaces/index.html • Author’s page: http://designinginterfaces.com/ • Samples! • Book’s goal: document a collection of interface patterns • from large-scale idioms to small-scale controls

  21. Sample Chapter Titles • Information Architecture and Application Structure • Navigation, Signposts and Wayfinding • Layout of Page Elements • Actions and Commands • Showing Complex Data • etc.

  22. Example: Organizing Content • What might the following be? • Two-panel selector • Center-Stage • Extras on demand • One-window drill-down • Examples?

  23. Interaction Styles • Earlier we talked about interaction models (high-level, abstract) • These lead to specific interaction styles or modes • Command-line • Menu selection • Form fill-in • Direct Manipulation • Right now, can you discuss…? • When appropriate, when not • Pros and cons

  24. Direct Manipulation • Advantages • Disadvantages

  25. Direct Manipulation • Adv./Pros: • Great where program objects have a natural viz. • Easy to learn/remember • May follow a metaphor • Small memory load: Commands/objects/possibilities are visible • Good feedback • Safety: recover, prevent • Disadv./Cons • Lots of resources, screen space • Maybe bad for repetition, experts (see Menu) • Breaks down (eventually) • Can be mixed with others

  26. Direct Manipulation • Advantages • Users see task concepts visually • Easy to learn, remember • Avoids errors and provides recovery • Encourages exploration • Disadvantages • Requires graphic displays and continuous input devices • Icons and metaphors may have different meanings

  27. Command Line • Advantages • Disadvantages

  28. Command Line • Advantages/pros • Efficient, small commands, one task • Easy to extend • Maps well to command-oriented tasks • Small window, fewer GUI resources • Disadvantages/cons • High memory load (lot to learn, bad for novices, hard to learn) • Commands aren’t visible • Harder to have good/obvious feedback • hard to show status • Safety: errors due to mistyping

  29. Command Line • Advantages • versatile, flexible • appeals to experts • supports power users (macros, short cuts) • Disadvantages • requires training, memorization

  30. Menu Selection • Advantages • Disadvantages

  31. Menu Selection • Advantages/Pros • See options, organization, structured • Structured interaction to do a task • Object/action structure • Reduced memory load • Easy to learn/remember • Disadvantages/Cons • May be hard to do repetitive tasks • May need to repeat navigation through tree • Deep trees, complex • Misleading structure (mismatch) • Feedback • Hard to extend

  32. Menu Selection • Advantages • Easy to learn • Fewer keystrokes than command line • Structures commands, decision making • Good for infrequent users • Disadvantages • Perhaps too many menus, too complex • May slow frequent users • Consumes screen space

  33. Form Fill-In • Advantages • Disadvantages

  34. Form Fill-In • Advantages/Pros • Safety! can’t leave out, wrong format • Good for standardized input, so good feedback, good for repetition/efficiency • Easy to learn if closest to real-world • Disadvantages/Cons • Very inflexible • If chaging an object, maybe less feedback (limited input of data, not manipulation) • Maybe hard to generalize for different nationalities, situations • Takes up a lot of screen

  35. Form Fill-In • Advantages • Simplifies data entry • May require some training • Assist users and prevents errors • Disadvantages • Consumes screen space

  36. Can these be blended? • Of course (duh)! • Examples and rationale?

  37. Windows • We know a lot about these already, eh? • Primary Windows • Secondary Windows • modal vs. modeless • dialog boxes • configuration, tabs • Mouse focus

  38. Organizing a Windowing Interface A window is a container that designers use to organize the information that users see in an application • Window interface actions include • Open action • Close action • Resize action • Move action • Bring forward or activation

  39. Multiple Windows Design • Advantages • Windows optimize the use of limited display space: • More information can be accessible • Users can use multiple sources on screen simultaneously to complete a task: • They give the user freedom to multitask • Windowing Systems allow standardization of interfaces across many applications • The user moves easily between applications and quickly learns to use new applications. • Automatic facilities for organizing window working sets: • save time and make large collections of windows easier to manage • They lend themselves to direct manipulation

  40. Multiple Windows Design • Disadvantages: • Users perform some tasks slower • Due to the need to switch windows • Due to getting lost • Display screen size and resolution are limitations • Time can be lost in rearranging windows • User can be confused by user switches context

  41. Window/Screen design • Two aspects: • How to split things across screens • moving around within and between screens • how much interaction per screen? • serial or workbench style? • Individual screen design • white space: balance between enough information/interaction and clarity • grouping items together: separation with boxes? lines? colors?

  42. Screen design: splitting functions across screens • Task analysis as a starting point • Each screen contains a single simple step? • Frustration if too many simple screens • Keep information available: multiple screens open at once

  43. Screen design: individual screen design • Draw user attention to salient point, e.g. colour, motion, boxing • Animation is very powerful but can be distracting • Good organization helps: grouping, physical proximity • Trade off between sparse population and overcrowding

  44. Information display • Relevant information available at all times • Different types of information imply different kinds of display • Consistency between paper display and screen data entry

  45. Types of Windows • Primary window: • is a window in which the user's main interaction with the data or document takes place • An application can use any number of primary windows, which can be opened, closed, minimized, or resized independently

  46. Types of Windows • Secondary window: • is a supportive window that is dependent on • a primary window or • another secondary window

  47. Types of Secondary Windows • Message boxes • Often modal: must exit or OK before continuing • Dialog boxes • Enter additional information • Sometimes modal, sometimes modeless • Comments?

  48. Types of Windows • Utility window: • is a window whose contents affect an active primary window • Unlike secondary windows, utility windows remain open when primary windows are closed or minimized. • e.g. tool palette that is used to select a graphic tool.

  49. Types of Windows • Plain window: • is a window with no title bar or window controls • typically used for splash screens

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