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Module 5

Module 5 covers screen-based controls, which are elements that allow user interaction with software, including operable controls like buttons, sliders, and selection controls. It also discusses guidelines for creating effective controls, the importance of presentation controls for information display, and the use of prototypes for testing designs. Additionally, various testing methods are outlined to evaluate usability and design conformance.
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0% found this document useful (0 votes)
24 views66 pages

Module 5

Module 5 covers screen-based controls, which are elements that allow user interaction with software, including operable controls like buttons, sliders, and selection controls. It also discusses guidelines for creating effective controls, the importance of presentation controls for information display, and the use of prototypes for testing designs. Additionally, various testing methods are outlined to evaluate usability and design conformance.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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MODULE 5

SCREEN BASED
CONTROLS
SCREEN-BASED
CONTROLS
Screen-based controls, often simply called controls or
widgets, are the elements of a screen that represent the
properties or operations of other objects.

A control may:

• Permit the entry or selection of a particular value.


• Permit the changing or editing of a particular value.
• Display only a particular piece of text, value, or graphic.
• Cause a command to be performed.
• Possess a contextual pop-up window.
1. OPERABLE CONTROL
• Operable controls are those that permit the entry, selection, changing, or
editing of a particular value,
or cause a command to be performed.
• It mainly includes “Buttons” : A square or rectangular-
shaped control with
a label inside that
indicates action to be accomplished.
• Styles/ Types of Buttons
1. Command buttons

2. Toolbar buttons
without labels.

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

14. Button Activation


2. Toolbar Buttons
Toolbars are compilations of commands, actions, or functions, usually
graphical in structure but sometimes textual, grouped together for
speedy access.

Toolbar button guidelines include the following:


1. Usage

2. Structure
3. Size

4. Organization
5. Location

6. Active Items

7. Customization
8. Keyboard Equivalents and Accelerators

9. Button Activation
OTHER OPERABLE
1. Tabs CONTROLS
2. Slider
3. Date-Picker
4. Tree Views
5. Scroll Bars

1. Tabs
2. Slider
Guidelines to use slider are following:

1. Caption and Labels 4. Slider


Buttons

2. Scale

3. Slider Arm
3. Date-Picker
4. Tree View
5. Scroll Bar
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
2. Check boxes
Check boxes guidelines include the following:
1. Choice Descriptions

2. Size

3. Default
Related Control

Keyboard Equivalents
Captions
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
4. Drop-down/pop-up list boxes
Drop-down/pop-up list boxes guidelines include the following:
1. Selection Descriptions

2. List Size

3. Box Size
5. Palettes
Captions
4. CUSTOM CONTROL
• 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 CONTROLCONTROL
• Presentation controls are purely informational.
• They provide details about other screen elements or controls, or assist in giving
the screen structure.

Common presentation controls are:


1. Static text fields
2. Group boxes
3. Column headings
4. ToolTips
5. Balloon tips
6. Progress indicators
7. Sample box
8. Scrolling tickers
1. Static Text Fields
2. Group Boxes
3. Column headings
4. ToolTips
5. Balloon Tips
6. Progress Indicators
7. Sample Box

Example
8. Scrolling Tickers
6. WINDOWS TESTS-PROTOTYPES
• A prototype is a simulation of an actual system that can be
quickly created.
• A prototype may be a rough approximation, such as a simple
hand-drawn sketch, or it may be interactive, allowing the user
to key or select data using controls, navigate through menus,
retrieve displays of data, and perform basic system functions.
• Various kinds of prototypes are:
1. Hand Sketches and Scenarios
2. Interactive Paper Prototypes
3. Programmed Facades
4. Prototype-Oriented Languages
1. Hand Sketches and
Scenarios
2. Interactive Paper Prototypes
3. Programmed Facades
4. Prototype-Oriented
Languages
7. KINDS OF TESTS
• A test is a tool that is used to • Various kinds of windows
measure something. The
tests are:
“something” may be: Conformance
with a requirement. 1. Guidelines Review

• Conformance with guidelines for


2. Think-Aloud
good design. Evaluations
• Identification of design problems.
3. Cognitive
Walkthroughs
• Ease of system learning.
• Retention of learning over time.
4. Heuristic Evaluation
• Speed of task completion.
5. Usability Test
• Speed of need fulfillment.
6. Focus Groups
• Error rates. 7. Classic Experiments
• Subjective user satisfaction.
1.Guidelines Review

2. Think-Aloud Evaluations
3. Cognitive Walkthroughs
4. Heuristic Evaluation
5. Usability Test

End of
Module 5
6. Focus Group
7. Classic Experiments

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