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CMPT 363: User Interface Design: Fall 2022

The document discusses general interface design principles including visual design principles like spacing, grouping, and simplicity. It also covers C.R.A.P. design principles, Gestalt principles, and considerations for web and WIMP interfaces. The document provides examples and references for further reading.

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sahib
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0% found this document useful (0 votes)
21 views

CMPT 363: User Interface Design: Fall 2022

The document discusses general interface design principles including visual design principles like spacing, grouping, and simplicity. It also covers C.R.A.P. design principles, Gestalt principles, and considerations for web and WIMP interfaces. The document provides examples and references for further reading.

Uploaded by

sahib
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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CMPT 363: User Interface Design

Fall 2022

Week 13: General Interface Design Principles


Instructor:Victor Cheung, PhD
School of Computing Science, Simon Fraser University

© Victor Cheung, 2022


Recap from Last Lecture

• Evaluating Interfaces with Users: Experiments


• Lab experiments
• Why, what, where, who, how
• Terminologies
• Hypothesis, independent/dependent variables, relationships, conditions – things you need to decide
• Between-/within-subjects – ways to test your designs
• Confounds, validity, reliability – things to check when planning, analyzing, & reporting results

2
Today

• General interface design principles


• Visual design principles
• C.R.A.P. design principles
• Gestalt principles
• Interface-specific considerations
• Different (computer) user interface types (cont’d)
• Future
• Dark patterns of interface design

3
General Interface Design Principles

Visual design & Gestalt

4
The Dominating Interface is Still GUI

• Easy to manufacture, lots of ways to improve (e.g., resolution, colour space)


• Compatible with many media (e.g., images, videos, texts)
• Easy to learn, use, and remember

• But! GUI does not automatically mean a good interface


• Many software systems are never used due to poor UI design
• E.g., hard to find items, input mechanisms that are hard to use

• There are some design principles that we can follow to make it better! Top: Netflix’s search keyboard
Bottom: Playstation’s search keyboard
5
Visual Design Principle #1 – Spacing

• Areas without content (sometimes called “negative space”)


• Margins, gutters, column-spacing, line-spacing, padding
• “Macro white space” – space between major layout elements (e.g., margins)
• Control overall amount of information available, draw attention
• “Micro white space” – space within content elements (e.g., line/paragraph-spacing)
• Helps with readability

• Reading/Watching:
https://www.interaction-design.org/literature/article/the-power-of-white-space
Typography tutorial: https://www.youtube.com/watch?v=QrNi9FmdlxY Margin/gutter setup in MS Word

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Visual Design Principle #1 – Spacing – Example (1)

7
Google’s landing page
Visual Design Principle #1 – Spacing – Example (2)

8
Google’s result page of searching “user interface design”
Visual Design Principle #2 – Grouping

• Law of Proximity: we perceive things closer to together as being related to each other
• Good grouping allows users to quickly learn about the interface by association, and find things quicker
• Also makes mistakes less likely to occur (e.g., un-related buttons put further away from each other)

• Reading:
https://www.interaction-design.org/literature/article/don-t-put-that-there-the-importance-of-proximity-in-design

9
Visual Design Principle #2 – Grouping – Example (1)

• Which one is better?

10
Visual Design Principle #2 – Grouping – Example (2)

• What happens if we don’t have space?


• Use dividers or containers

11
Visual Design Principle #3 – Simplicity

• It is important to not overwhelm user with “visual clutters”


• Otherwise will lose user’s attention easily, and more prone to make mistakes
• Some ways to achieve simplicity
• Hide infrequently used functions until they are needed (e.g., collapsed menu, tooltip)
• Provide good defaults that people are likely to use
• Incorporate wizards to help simplify/guide complex or infrequent tasks

• Reading: Not a simple interface


https://www.ui.expert/blog/using-visual-simplicity-in-user-interface-design/ Cragslist Vancouver

12
Visual Design Principle #3 – Simplicity – Example

Wikipedia’s landing page 13


C.R.A.P. Design Principles

• Contrast – make different things stand out from each other, bring out dominant elements & mute lesser ones
• Repetition – repeat conventions throughout to tie elements together
• Alignment – visually associate related elements by lining them up
• Proximity – group related elements, separate unrelated elements

• Reading:
https://vwo.com/blog/crap-design-principles/

14
Contrast.R.A.P Design Principles

• Can be by colour, size, weight, shape

Attention

15
C.Repetition.A.P. Design Principles

• Maintain consistency in ways of presenting information (e.g., colour, size, weight, shape)

16
SFU’s website
C.R.Alignment.P. Design Principles

• Place elements in association with some invisible guiding lines


(e.g., edge/center alignment, left/right/center/justify)

Edge alignment

Center alignment
17
https://960.gs/
C.R.A.Proximity Design Principles

• Same as Grouping, plus a little bit of Spacing

VS

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Gestalt (Visual Perception) Principles

• “Form”, “shape” in German


• A group of visual perception principles developed by German psychologists in 1920s
• Built on the theory that “an organized whole, is perceived as greater than the sum of its parts”

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https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965
7 Gestalt Principles

• Source: https://medium.muz.li/gestalt-principles-in-ui-design-6b75a41e9965

Proximity Common Region Similarity Closure

20
Symmetry Continuation Common Fate
10Min Break – Examine The Use of C.R.A.P.

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https://support.apple.com/ https://www.nytimes.com/
Interface-Specific Design Considerations – Web

• Web interfaces are becoming more like GUIs (e.g., online portals, web apps)
• Need to consider how to design, present, and structure information and system behaviour
• Navigation is also important
• Useful readings:
• https://www.interaction-design.org/literature/article/don-t-make-me-think-key-learning-points-for-ux-design-for-the-web
• https://blog.hubspot.com/blog/tabid/6307/bid/30557/6-guidelines-for-exceptional-website-design-and-usability.aspx
• https://www.codementor.io/design/tutorial/6-ux-web-design-best-practices
• https://www.uxpin.com/studio/blog/web-layout-best-practices-12-timeless-ui-patterns-explained/
• Top 10 Mistakes in Web Design: https://www.nngroup.com/articles/top-10-mistakes-web-design/

22
Interface-Specific Design Considerations – WIMP Icons

• Icons should map representation to what they are referring to


• Similarity (e.g., picture of file to represent a file) – most effective, but doesn’t work for abstract actions
• Analogy (e.g., picture of scissors to present “cut”) – useful for abstract actions/representations
• Arbitrary (e.g., use ‘x’ to represent “delete”) – versatile, but requires learning, might create confusion

similarity arbitrary analogy

23
analogy similarity similarity
Interface-Specific Design Considerations – WIMP Menus

• Use drop-down arrow to indicate presence of sub-menu


• Don’t change menu item names dynamically (use bullets & checkmarks to
show selection)
• Each menu has at most 25 items in that level (if not consider toolbars or
sub-menus)
• Organize menu items into 7 or less groups, put separators between them
• Provide access keys & shortcut keys (for quick access and accessibility)
• Start menu item names with a verb, noun, or noun phrase, follow
hierarchical structure (e.g., Insert > text)

Refer to this for more details


https://docs.microsoft.com/en-us/windows/win32/uxguide/cmd-menus 24
Interface-Specific Design Considerations – Mobile

• Mobile devices are intended to be used on the move and help users to engage in a variety of activities
• Order rides & food
• Online banking, dating, shopping, meetup
• Entertainment, social media
• Lookup maps, way-finding
• …etc.
• Need to consider
• Smaller screen size, less input space, bursts of usage
• Users expect fast response, personalized/streamline experience

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What’s in the Future?

Advancements in materials and sensing techniques

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Flexible Displays

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Flexible Displays – Foldable Devices

https://www.samsung.com/ca/smartphones/galaxy-fold/
https://www.motorola.ca/smartphones-razr/p 28
Wearables

• Electromyographic (EMG sensors)


• Photoplethysmography (PPG sensors)

https://developerblog.myo.com/raw-uncut-drops-today/ https://www.allaboutcircuits.com/news/fitness- 29
technology-heart-rate-monitors/
Brain Activities

• Establishes a communication pathway between the user’s brain waves and an external device

https://choosemuse.com/muse-2/ From ID-Book p251. Original source: Brown University 30


Human-Robot Interaction

• Humanoid computers, automated assistants

31
Future Visions

• How many of them are here now? Do they all make sense? What do they have in common?
• Corning’s Vision (in 2013): https://www.youtube.com/watch?v=PfgmlVxLC9w
• Intel’s Vision (in 2014): https://www.youtube.com/watch?v=9Tw-f3i-08k
• Microsoft’s Vision (2015): https://www.youtube.com/watch?v=w-tFdreZB94
• …
• Microsoft’s Mesh (2021): https://www.youtube.com/watch?v=Jd2GK0qDtRg

32
The Cortical
Homunculus

• A distorted representation of the human


body based on a neurological “map” of the
areas and proportions of the human brain
dedicated to processing motor functions, or
sensory functions, for different parts of the
body – Wikipedia
• Shows opportunities on how we can design
interfaces that best cater the capability of
different parts of our body

33
By File:1421 Sensory Homunculus.jpg: OpenStax Collegederivative work: Popadius - This file was derived
from: 1421 Sensory Homunculus.jpg:, CC BY 3.0, https://commons.wikimedia.org/w/index.php?curid=88916983
DARK PATTERNS OF INTERFACE DESIGN

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What Are Dark Patterns?

• “Tricks used in websites and apps that make you do things that you didn’t mean to, like buying or signing up for something.”
– Harry Brignull (UX specialist)

35
https://www.youtube.com/watch?v=Zmv7cRELFtM
Tricks Used in The Dark Patterns

• Visual Interference – making things hard to see so users can’t


see them easily
• Bad contrast
• Small fonts
• Different shapes
• Hidden until you scroll, expand, or click through

mensjournal.com Discord app


36
Tricks Used in The Dark Patterns

• Obstruction – adding friction to make things


hard for users to do a certain thing
• Visual interference
• Easy-in-difficult-out
A couple of
weeks!?

37
Tricks Used in The Dark Patterns

• Negative Options – adding things to users by default


• Defaults
• Opt-out instead of Opt-in
• Trick Questions – using confusing languages to
misguide users
• Double-negative (“choose YES if you do not want to…”)
• Opposing questions in the same section
Source:
https://www.deceptive.design/types/trick-questions

IKEA
38
One More Example…

• Ads in disguise
This is an ad

• Think: which of Norman’s


Fundamental Principles of This is also an ad
Interaction is misused here?

This is also an ad!

39
https://notepad-plus-plus.org/downloads/v8.4.7/
Why Do We Need to Know This?

• Reminder – so that your designs don’t fall into those things


• Public knowledge – if it is known by everyone, it’s harder to pull off
• Name & shame – companies will stay away when their practice
damages their branding/reputation
• Raise awareness – ultimately establish a “code of conduct” or even
regulations to protect users from those tricks
Source: Brignull’s 2010 talk

40
Summar y

• General interface design principles


• Visual design principles – help organizing visual elements (what to include, where to place, how to present)
• C.R.A.P. design principles – general guidelines for presentation
• Gestalt principles – understand how human perceives visual content
• Interface-specific considerations – understand the context, users, and capabilities of the technologies
• Different (computer) user interface types (cont’d)
• Future – flexible displays, wearables, brain activities
• Dark Patterns of Interface Design
• Tricks – making you do things you didn’t mean to, or can’t do things easily the why you want to

41
Post-Lecture Activity

• Read/watch these (and those in the slides)


• Deshdeep, N. How to Use C.R.A.P. Design Principles for Better UX?
https://vwo.com/blog/crap-design-principles/
• Gestalt Principles
https://www.interaction-design.org/literature/topics/gestalt-principles
• Harry Brignull’s talk on Dark Patterns (in 2010, 22m)
https://www.youtube.com/watch?v=zaubGV2OG5U

• Do the Course Experience Survey by Dec 6


https://www.sfu.ca/course-experience-surveys.html

42
Guest Lecture on Dec 2

• Dr. Angelica Lim


• Title: Multimodal Machine Learning for Human Robot
Interaction (HRI)
• Learn about the area of human-robot interaction and some
of the challenges and design considerations when creating
interfaces integrating voice, gesture, and face

43

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