General Framework: HCI Lecture 1: Principles and Guidelines Barbara Webb
General Framework: HCI Lecture 1: Principles and Guidelines Barbara Webb
HCI Lecture 1:
Principles and Guidelines Task
Articulation Performance
Input
Barbara Webb Human Computer
Observation Output Presentation
Interface
Environment
The spiral lifecycle model (Boehm, 1988): importance of Many sets of rules have been proposed
iteration in good design to encapsulate understanding and best
practice
Fig 9.9 in Sharp, Preece & Rogers, 2007, p.451 Operate at various levels
principles
abstract design rules
Agile development e.g. eXtreme Programming an interface should be easy to navigate
(agilemanifesto.org): emphasises tight iteration in short guidelines
timescales, close collaboration with customer advice on how to achieve principle
may conflict; understanding theory helps resolve
Fig 9.14 in Sharp, Preece & Rogers, 2007, p.458 use colour to highlight links
standards
specific rules, measurable
MondoDesktop links are RGB #1010D0
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Design Rules for HCI Design Rules for HCI
ISO 9241, Ergonomics of Human System Interaction, adopts Shneidermans 8 Golden Rules (1987):
traditional usability categories with specific measures, e.g.:
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
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Consolidate the three lists here. Mark any you dont understand with * Usability Principles from Dix Chapter 7
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Learnability (1 & 2) Learnability (3)
Predictability determinism and operation visibility Familiarity: match the interface to users expectations:
System behaviour is observably deterministic: how prior knowledge applies to new system
Non-deterministic delays should be avoided guessability of the system
Operation effect determinable by interaction history - e.g. regions on the screen which denote buttons should be shaded
operation visibility: to give a three-dimensional appearance
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Consistency likeness in input/output behaviour arising from Dialogue initiative: give user control of the dialogue flow
similar situations or task objectives user should be able to abandon, suspend or resume tasks at any
challenge (and danger): consistency not self-contained point
consistency within screens minimise system pre-emptive dialogue and maximise user pre-
consistency within applications emptive dialogue
consistency within desktop
. . .
Multi-threading: provide support for simultaneous tasks
Examples: consistent patterns in layout; same short-cut keys
concurrent vs. interleaving; multimodality
for similar action; same placement for recurrent menu options
Always place the Quit command as the last item in the leftmost
provide multiple task contexts
menu
Generalizability extending specific interaction knowledge to
new situations
a form of consistency?
UI standards and guidelines assist/enforce generalizability
applications should offer the Cut/Copy/Paste operations whenever
possible
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Task migratability: negotiability of function allocation between Substitutability: equivalence for different forms of input
user and system expression
People get bored doing routine tasks and stop concentrating dont force users to refer to objects by name if they can point to
automate routine tasks, but dont fix function allocation them
Observability: user should be able to evaluate the internal state Recoverability: support for undoing errors
of the system from its perceivable representation ability of user to take corrective action once an error has been
E.g., Where3What of navigation: recognized
W reachability
W
here am I? immediate honesty wrt system state
W
here am I going? operation predictability user should be able to undo back to any point
supported by reducing scope for making errors
W
here have I been? synthesisability
Responsiveness: feedback should be commensurate with action Task conformance: interface functionality should match common
sensitivity to delay depends on context: user tasks
Echoing input < 0.1 secs Few general purpose commands, long methods, simple
Page turning < 0.5 secs Many highly tuned commands, short methods, complex
String search < 4 secs Identify core tasks and provide a command for each one
But core task set tends to grow over time, language becomes
Provide time affordances if baroque as command lexicon expands
delays are unpredictable
A. Acceptance UNIX CL, once based upon a small set of composable
B. Initiation and
commands, now has over 700; 10% account for 90% of all
Heartbeat usage
C. Scope Word command lexicon now includes text formatting,
D. Remainder
drawing, annotating, WWW related commands, etc.
E. Progress
F. Completion
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Many seem like common sense - but often violated Dix et al., 3rd ed: chapter 7
Home exercise: pick one everyday object and one piece of software
and assess with respect to these rules H. Sharp, Y. Rogers & J. Preece (2007) Interaction Design. John
Some are grounded in our understanding of how humans Wiley & Sons, Chichester. (See also www.id-book.com)
perceive, think and learn (c.f. next lectures) Shneiderman (1987) Designing the user interface: strategies for
Some are the result of empirical study (e.g. Nielsens heuristics effective human computer interaction. Addison-Wesley, Reading
are based on factor analysis of 249 usability problems) MA.
Some are derived from particular characterisations of the nature D.A. Norman (1988) The Design of Everyday Things. Doubleday,
of human action (e.g. Normans principles are closely related to New York.
his theory of action) Nielsen (1994) Enhancing the explanatory power of usability
Some are collections of experience (e.g. Shneidermans rules) heuristics. Proceedings of the ACM CHI94 Conference (see also
In this course we will study the background and justification of www.useit.com)
these rules and elaborate on how they can be applied in specific
contexts.
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