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Guidelines

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17 views41 pages

Guidelines

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Design Principles and Guidelines

Design Principles and Guidelines


in the HCI Methodology
Project Selection Project Selection Project Planning
& Planning

Requirements
Analysis User Needs Test
Determination

Context User Task


Analysis Analysis Analysis

Evaluation Formative

HCI Principles & Guidelines


Metrics Evaluation

Alternative Selection

Interface Specification Formative


Evaluation
Design Metaphor Design Media Design

Dialogue Design Presentation Design

Formative Summative
Coding Evaluation
Evaluation
Implementation

is a method for judging the worth of a program while Summarize the development of
the program activities are forming (in progress). This learners at particular time
focuses on the process.
Introduction
 Design principles: high-level and context-free
design goals based on theories of human-
computer interaction.
 Design guidelines: specific and usually
context dependent rules for designers to
follow in order to achieve the principles.
 Design Standards: standards are to ensure
quality,
Design Principles
 Improve users task performance and
reduce their effort.
◼ User activity depends on memory and attention.
◼ Automate or partially automate the user activity
and to do so with minimal user effort.
◼ Often compromises in functionality produce
higher usability.
◼ Example:- Incorrect entry in any online form should not result in filling up
the whole form again. Except incorrect entry,
Design Principles
 Strive for fit between the information
representation needed and presented.
◼ Representation: a simplified depiction of a real-
world phenomenon.
◼ Functionality: the set of activities.
◼ Usability: a measure of ease.
◼ Cognitive fit: system’s representation of the
problem supports the user’s strategies for
performing the task.
Design Principles

M ental M o d e l

F IT
S y s te m
C o n c e p tu a l
D is p la y
M o d e l

Three models – the designer’s conceptual model, the user’s


mental model and the display of the system
Design Principles
❑ Provide and constrain affordances to
capture real-world knowledge.
 Affordance: the aspects of an object that the
user perceives as indicating how to use the
object, e.g., the handle of a teapot.
Design Principles

Affordance in the design of buttons – the OK button invites you to push it


Design Principles
❑ Design for error
❑ Error: a faulty action due to incorrect
intention (mistake) or to incorrect or
accidental implementation of the intention
(slip), e.g., one can use the ‘reply all’ in an
email by mistake, not knowing that everyone
on the list will see the reply, or accidentally
clicking on the wrong icon because of lack of
sufficient attention.
 How Gmail is handling Design for Errors?
 Do you recollect any similar kind of handling
of errors?
Classification of Errors

Source Design rule


Mode errors: erroneous classification of the Do not have modes. Distinguish clearly between
situation (e.g., insert mode versus strikeover modes. Distinguish between commands associated
mode). with different modes so that inappropriate commands
do no damage.
Description errors: ambiguous or incomplete Arrange controls (menus, fields) in functional
specification of the intention (e.g., patterns, procedures. Distinguish between controls
specifying the destination for moving files (dialogs, displays) with a different look and feel.
by imprecisely pointing at a location in a Make it especially difficult to perform actions with
directory). serious cost of error.
Capture errors: when performing a sequence Minimize overlapping sequences. Try to catch it
that is similar to a more frequent one, the when it occurs by identifying the critical point of
frequent will capture control (e.g., shutting deviation from the correct sequence (requires
down a system instead of an intended but knowledge of the intention).
less frequent ‘restart’).
Activation errors: inappropriate actions get Maintain a display of incomplete sequences to
performed and appropriate actions do not. prompt the user to act appropriately.
Design Principles
❑ Designing for an enjoyable and satisfying
interaction.
❑ Flow: a feeling of optimal experience, which,
in the context of HCI, has to do with a state
of being completely absorbed by the
interaction and feeling good about it.
Design Principles
❑ Promote trust
❑ Trust is another aspect of HCI that requires
analysis beyond task analysis. In e-commerce
systems where the interactions translate directly
into revenue, trust is a critical component. As
developers, we must ask the question, “How can
we design HCI that positively affects the user’s
trust in the system and in the services it
provides?”
Design Principles
❑ Support diversity of users
❑ As designers we have the responsibility to open
our design to the effective use of diverse
populations of users.
❑ We should assume that users from different
nationalities with different backgrounds may use the
system.
❑ Some of the users may be handicapped in one way or
another and find it difficult or impossible to use
certain features.
Design Guidelines
 Issue I: Consistency Guidelines
◼ Consistency has been one of the cardinal rules of
design. If the interface is consistent (even if
poorly designed), the end user can adapt to it.
◼ Is consistency as important as it appears?
◼ There are several types of consistency.
◼ Internal consistency: the same appearance,
meaning and operation holds true for all the
user’s interactions within the same application.
Design Guidelines: Consistency

“Save as” and “Open” dialogue boxes in MS PowerPoint illustrating internal consistency
Design Guidelines: Consistency
Analogical consistency: the correspondence
between the system’s representation and the
real-world phenomenon in terms of
appearance, meaning and operation.
Design Guidelines: Consistency

Recycle bin in the Microsoft® Windows® environment illustrating analogical


consistency
Design Guidelines: Consistency
 External consistency: the same appearance,
meaning and operation holds true for the
user’s interactions across applications.
 Example :-Use of Cut, Copy, Paste shortcut keys has
same operation in all the applications.
Design Guidelines: Consistency

“Save as” and “Open” dialog boxes in Microsoft® Word® illustrating internal consistency.
Design Guidelines: Consistency

“Save as” dialog boxes in Microsoft® Word® and Microsoft® PowerPoint®


illustrating external consistency.
Table 8. 4 Design Rules for Consistency

• Standardization of interface designs: follow accepted


(usually published) guidelines whenever possible.
• Stability: do not change something unless it really needs
changing.
• Training: add new skills to the user’s skill set rather than
expecting the user to modify existing skills.
• If you must change, make it a large and obvious one.
• Consistent interpretation of user behavior by the system is
more important than consistent system objects or
behaviors.
Design Guidelines: Consistency

Figure 8.7 Access 97 Interface versus Access 2000.


Violation of the second rule of the Consistency Guideline I.
(“Do not change anything unless it needs changing”)
Design Guidelines: Consistency

Edit Edit Edit


Cut Cut Cut
Copy Copy Copy
Paste Paste Paste
Paste special Paste special
When text When no text When right
selected selected mouse button
clicked

Inconsistency in Edit menu – good or bad?


Design Guidelines:
Issue II - User control and
feedback
 Control and feedback go hand in hand.
Providing feedback is probably the most
accepted guideline in the design of any
interaction.
 However, it is important to understand the
rationale for each specific feedback instance.
 Feedback can support three important factors
of user activity: motivation, control and
learning.
Design Guidelines:
Issue II - User control and
feedback
 Control feedback is designed to promote the user’s
control over the interaction and the completion of the
task at hand.
 The first guideline is therefore to ensure that the user
perceives that he or she is in control.
◼ For example, the user should always be able to abort one
activity and initiate another (the system should not ‘take
over’ control).
◼ Furthermore, the user should be able to control the pace
and format of presentation (e.g., controlling the speed of
scrolling and the size of the font).
Design Guidelines:
Issue II - User control and
feedback
 Our basic assumption is that optimal control depends
on both the type of user activity that needs to be
controlled and the level of interaction.
 Ask:
◼ What effect their action has had on the system?
◼ Possible consequences of that action.
◼ The new system state.
◼ The new location of the user in the system or state.
Design Guidelines:
Issue II - User control and
feedback
 Feedback should be presented in the manner
that most directly supports the action to be
taken - ‘strive for fit between the information
representation needed and presented’.
Design rules for feedback to promote control

• Feedback should correspond to goals and intentions.


• Feedback should help evaluate goal accomplishment.
• Feedback should be sufficiently specific to control user
activity.
• Feedback should help develop accurate mental models.
• Feedback should fit the task representation (verbal and
visual).
• Feedback should fit the type of behavior (controlled,
automatic).
Design Guidelines:
Issue II - User control and
feedback

User feedback
Design Guidelines:
Issue III - Metaphors

 Metaphor: the use of familiar terms and


associations to represent a new concept.
◼ The metaphor of the ‘Desktop’ is one of the most
commonly used metaphors in HCI.
Metaphors
Metaphor Application

Typewriting (typing, using keyboard) Word processor

Document (elements of a document and Desk top publishing


their attributes and operations).
Ledger sheet (matrix structure for Spreadsheet
numbers)
Drawing (with paper, pencil and palettes). Drawing and painting

Table of data (managing data organized in Database


rows and columns).
Design Guidelines:
Issue III - Metaphors

Depicts a metaphor. It is a globe with a chain link over it.


Design Guidelines:
Issue IV – Direct Manipulation
 Direct manipulation: an interaction style in
which objects are represented and
manipulated in a manner analogous to the real
world (e.g. by directly pointing at an object
and dragging it to a location rather than
issuing logical instructions to bring about the
same effect).
 The general guideline is to use direct
manipulation whenever possible.
Design Guidelines:
Issue IV – Direct Manipulation
◼ Consider the simple example of moving a file to a
trash bin by clicking on its icon and dragging it to
the trash bin icon.
◼ Contrast this with the same action carried out by a
sequence of menu options and commands (e.g.
locating the appropriate directory of files, finding
the exact name of the file, specifying a ‘delete’
command and receiving (at least in some
operating systems) confirmation that ‘the file had
been deleted’).
Design Guidelines:
Issue V – Aesthetics in Screen Design

 Designs should be aesthetically pleasing


ideally without compromising on the
usefulness and usability of the system.
Design Guidelines:
Issue V – Aesthetics in Screen Design

Aesthetics in Screen Design


Aesthetic criteria of screen design

Criterion Aesthetic rule Example


Balance Balance the optical weight of screen Do not place heavy (large) elements on one
elements. side of the screen and light elements on the
other side.
Equilibrium Maintain a midway center of suspension. Place the center of the layout on the center of
the screen.
Symmetry Arrange elements so that elements on one Background colors gradually fade off
side of the center line are replicated on the similarly in upper and lower parts of the
other side. screen.
Order Order elements to correspond with Order from left to right the bigger objects on
hierarchy of perceptual prominence. the screen.
Consistent Maintain a consistent ratio between height If the overall frame is wider than higher,
ratios and width. arrange the elements to follow this ratio.
Unity Attempt coherence of the layout by Arrange elements in closer proximity one to
keeping elements in relative proximity. another than distance to frame.
Alignment Align elements horizontally and vertically. Three text boxes roughly of the same size but
misaligned are usually disturbing to the eye.
Density Optimize the occupied areas of the screen. Leaving about half of the screen area as white
space is pleasing to the eye.
Rhythm Introduce regular patterns of changes in Two moving elements on the screen should
the elements. move at the same pace.
Design Guidelines:
Issue V – Aesthetics in Screen
Design
Is this page aesthetically pleasing?
Summary
 Design Principles
◼ Improve users’ task performance and reduce their effort.
◼ Strive for fit between the information representation
needed and presented.
◼ Direct and constrain user affordances to capture real-
world knowledge.
◼ Design for error.
◼ Enable an enjoyable and satisfying interaction.
◼ Promote trust.
◼ Support diversity of users.
Summary
 Design Guidelines
◼ Maintain consistent interaction.
◼ Provide the user with control over the interaction,
supported by feedback.
◼ Use metaphors.
◼ Use direct manipulation.
◼ Design aesthetic interfaces.

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