UID Module 5
UID Module 5
1. Operable control
2. Text control
3. Selection control
4. Custom control
5. Presentation control
6. Windows Tests-prototypes
7. Kinds of tests.
SCREEN-BASED CONTROLS
Screen-based controls, often simply called controls or widgets, are the
elements of a screen that controls its body.
By definition, they are the graphic objects that represents the properties or
operations of other objects.
A control may:
3. A symbol button.
BUTTONS
1. Command Buttons
Command button guidelines include the following:
1. Usage
2. Structure
3. Size
4. Labels 7. Location and Layout
5. Number
6. Expansion Buttons
8. Organization
9. Unavailable Choices
10. Defaults
11. Scrolling
12. Intent Indicators
13. Keyboard Equivalents and Accelerators
2. Structure
3. Size
4. Organization
5. Location
6. Active Items
7. Customization
8. Keyboard Equivalents and Accelerators
9. Button Activation
OTHER OPERABLE CONTROLS
1. Tabs
2. Slider
3. Date-Picker
4. Tree Views
5. Scroll Bars
2. TEXT ENTRY/READ-ONLY CONTROLS
• A Text Entry/Read-Only control contains text that is exclusively entered or modified through the
keyboard.
• It may also contain entered text being presented for reading or display purposes only.
• There are two types of Text Boxes: Single-Line and Multiple-Line Text Boxes.
1. Text Boxes
2. Captions
3. Fields
3. SELECTION CONTROLS
• A selection control presents on the screen all the possible alternatives, conditions, or
choices that may exist for an entity, property, or value.
• Selection controls include:
1. Radio buttons
2. Check boxes
3. List boxes
4. Drop-down/pop-up list boxes
5. Palettes.
1. Radio buttons
Radio button guidelines include the following:
1. Choice Descriptions
2. Size
3. Default
4. Structure
5. Organization
6. Related Control
7. Keyboard Equivalents
8. Captions
9. Selection Method and Indication
2. Check boxes
Check boxes guidelines include the following:
1. Choice Descriptions
2. Size
3. Default
4. Choice Descriptions
5. Organization
6. Related Control
7. Keyboard Equivalents
8. Captions
9. Selection Method and Indication
3. List Boxes
List box guidelines include the following:
1. Selection Descriptions
2. List Size
3. Organization
4. Box size
5. Organization
5. Organization
6. Captions
7. Disabling
1. Selection Descriptions
2. List Size
3. Box Size
4. Organization
6. Captions
7. Defaults
8. Disabling
2. Size
3. Layout
4. Organization
• Many toolkits and interface builders provide the ability to create custom
controls; implement them with caution.
• The addition of custom controls increases system complexity.
• If custom controls must be developed and implemented, make their look and
behavior as different as possible from the standard controls. This will avoid
confusion between the various controls.
5. PRESENTATION CONTROL
Example
3. Column headings
Example
4. ToolTips
Example
5. Balloon Tips
Example
6. Progress Indicators
Example
7. Sample Box
Example
8. Scrolling Tickers
6. WINDOWS TESTS-PROTOTYPES
• A test is a tool that is used to measure • Various kinds of windows tests are:
something. The “something” may be: 1. Guidelines Review
Conformance with a requirement. 2. Think-Aloud Evaluations
• Conformance with guidelines for good design. 3. Cognitive Walkthroughs
• Identification of design problems. 4. Heuristic Evaluation
• Ease of system learning. 5. Usability Test
6. Focus Groups
• Retention of learning over time.
7. Classic Experiments
• Speed of task completion.
• Speed of need fulfillment.
• Error rates.
• Subjective user satisfaction.
GUIDELINES REVIEW
• A guidelines review is an inspection of an interface’s navigation and screen design and layout in the
context of an organization’s standards and design guidelines.
• A checklist summarizing a system’s standard or guideline document is prepared and is used as the
basis for the comparison.
• Failure to comply with a guideline or standard indicates that a design modification may be necessary.
HEURISTIC EVALUATION
• . In a heuristic evaluation, interface specialists study a system in depth and look for
properties they know, from experience, will lead to problems.
• The interface is judged for its compliance with recognized usability principles, the heuristics
• Severity Ratings in Heuristic Evaluation
• 0 = I don’t agree that this is a usability problem at all.
• 1 = A cosmetic problem only. Need not be fixed unless extra
time is available.
• 2 = A minor usability problem. Fixing should be given a low
priority.
• 3 = A major usability problem. Important to fi
COGNITIVE WALKTHROUGH
• In a cognitive walkthrough, developers walk through an interface in the context of representative user
tasks.
• Individual task actions are examined and the evaluators try to establish a logical reason why the user
would perform each examined action.
• Actions are compared to the user’s goals and knowledge.
• Discrepancies and problems are noted and analyzed and the tasks modified as necessary.
• Walkthroughs require that the task definition methodology must have been properly accomplished in
the system requirements stage.
• The user’s goals and assumptions must also be clearly defined before the walkthrough is performed
THINK-ALOUD EVALUATION
• In a think-aloud evaluation, users perform specific tasks while thinking out load.
• The objective is to get the user to talk continuously.
• All comments are recorded so all thoughts are captured and subtle points are not missed
when analysis occurs.
USABILITY TEST
End of Module 5
!!!THANK YOU !!!