HCI ch3
HCI ch3
Theories
•1. Guidelines. Low-level focused advice about good
practices and cautions against dangers.
•The practical guidelines prescribe cures for design problems,
caution against dangers, and provide helpful reminders based
on accumulated wisdom.
•2. Principles. Middle-level strategies or rules to analyze
and compare design alternatives.
•3. Theories. High-level widely applicable frameworks to
draw on during design and evaluation as well as to
support communication and teaching.
•.
Guidelines
•A guidelines document has a shared language and promotes
consistency among multiple designers in terminology usage,
appearance, and action sequences. It records best practices
derived from practical experience or empirical studies, with
appropriate examples and counterexamples.
• If the atomic actions are too large and elaborate, the users will need
many such actions with special options, or they will not be able to get
exactly what they want from the system
• The relative task frequencies are important in shaping a set of commands or a menu
tree.
• Relative frequency of use is one of the bases for making architectural design
decisions.
• Frequent tasks should be simple and quick to carry out, even at the expense of
lengthening some infrequent tasks.
• For example, in a word processor Frequent actions might be performed by
special keys, such as the four cursor arrows, Insert, and Delete.
• Less frequent actions might be performed by a single letter plus the ctrl key, or by a
selection from a pull-down menu-examples include underscore, bold, or save.
• Infrequent actions or complex actions might require going through a sequence of
menu selections or form fillins-for example, to change the printing format or to
revise network-protocol parameters.
•A matrix of users and tasks can help designers sort out these
issues .
•In each box, the designer can put a check mark to indicate that
this user carries out this task.
•A more precise analysis would include frequencies instead of
just simple check marks.
•Such user-needs assessment clarifies what tasks are essential for
the design and which ones could be left out to preserve system
simplicity and ease of learning.
FREQUENCY OFTASK BY JOBTITLE
Hypothetical frequency-af-use data for a medical clinic information system. Answering queries from appointments personnel about
individual patients is the highest frequency task.
Choose an interaction style
•When the task analysis is complete and the task objects
and actions have been identified, the next step is to
choose the interaction style. The designer can choose
from these primary interaction styles:
• Direct manipulation,
• Menu selection,
• form fillin,
•Command language, and
• Natural language
Direct Manipulation
• The system is portrayed as an extension of the real world.
• It is assumed that a person is already familiar with the objects and actions in his or
her environment of interest. The system simply replicates them and portrays them on
a different medium, the screen.
• A person has the power to access and modify these objects, including windows.
• A person is allowed to work in a familiar environment and in a familiar way,
focusing on the data, not the application and tools.
• Objects and actions are continuously visible. Like one’s desktop, objects are continuously
visible. Reminders of actions to be performed are also obvious, where labeled buttons
replace complex syntax and command names.
• Cursor action and motion occurs in physically obvious and intuitively natural ways.
• This concept as described as virtual reality, a representation of
reality that can be manipulated.
• It is also called as WYSIWYG (what you see is what you get).
• For frequent and minor actions, the response can be modest, whereas
for infrequent and major actions, the response should be more
substantial.
• Visual presentation of the objects of interest provides a convenient
environment for showing changes explicitly
Rule 4- design Dialogs to Closure
• Sequences of actions should be organized into groups with a
beginning, middle, and end.
• Informative feedback at the completion of a group of actions gives
operators the satisfaction of accomplishment, a sense of relief, the
signal to drop contingency plans from their minds, and a signal to
prepare for the next group of actions.
• For example, e-commerce web sites move users from selecting
products to the checkout, ending with a clear confirmation page that
completes the transaction.
Rule 5- Prevent errors
• As much as possible, design the system such that users cannot make
serious errors; for example, grayout menu items that are not appropriate
and do not allow alphabetic characters in numeric entry fields.
• If a user makes an error, the interface should detect the error and offer
simple, constructive, and specific instructions for recovery.
• For example, users should not have to retype an entire name-address
form if they enter an invalid zip code, but rather should be guided to
repair only the faulty part. Erroneous actions should leave the system
state unchanged, or the interface should give instructions about restoring
the state.
Rule 6. Permit easy reversal of actions