Unit 4
Unit 4
User Interfaces
Types of theories
•Descriptive and explanatory; these theories are helpful in
developing consistent terminology for objects and actions,
thereby supporting collaboration and training.
• Predictive theories these theories enable designers to
compare proposed designs for execution time or error rates
•Motor-task performance Theory- Based on Motor task
Performance like pointing with a mouse.
•Perceptual Theories – These theories are successful in
predicting reading times for free text, lists, formatted
displays, and other visual or auditory tasks.
Information foraging theory
• Web designers have emphasized information-architecture models with navigation
as the key to user success.
• Web users can be considered as foraging for information, and therefore the
effectiveness of the information scent of links is important.
• A high-quality link, relative to a specifc task, gives users a good scent (or
indication) of what is at the destination. For example, if users are trying to find an
executable demonstration of a software package, then a link with the text
"download demo" has a good scent.
• The challenge to designers is to understand user tasks well enough to design a
large web site such that users will be able to find their way successfully from a
home page to the right destination, even if it is three or four clicks away.
Explanatory Theories-Taxonomy
Taxonomy– part of Explanatory or descriptive Theory.
• Imposes order by Classification of a complex set of phenomena into
understandable categories;
• Taxonomies facilitate useful comparisons, organize topics for newcomers, guide
designers
Examples of taxonomies
1. A Taxonomy for different kinds of input devices (direct versus indirect, linear versus rotary, 1-,2-,3- or
higher dimensional) .
2. Taxonomy of tasks (structured versus unstructured, novel versus regular)
3. Taxonomy of personality styles (convergent versus divergent, field-dependent versus independent),
technical aptitudes (spatial visualization, reasoning)
4. Taxonomy of user experience levels (novice, knowledgeable, expert),
5. Taxonomy of user-interface styles (menus, form fiIlin, commands).
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• 1. The conceptual level is the user's "mental model" of the interactive system.
• Two examples of mental models for image creation are paint programs that manipulate pixels and drawing
programs that operate on objects.
• Users of paint programs think in terms of sequences of actions on pixels and groups of pixels, while users of
drawing programs apply operators to alter and group objects.
• Decisions about mental models affect each of the lower levels.
•2. The semantic level describes the meanings conveyed
by the user's input and by the computer's output display.
•For example, deleting an object in a drawing program
could be accomplished by undoing a recent action or by
invoking a delete-object action.
•Either action should eliminate a single object and leave
the rest untouched.
The syntactic level defines how the user actions that
• 3.
Keystroke Model
•It is a simplified version of GOMS
• Predicts times for error-free expert performance of tasks by
summing up the times for keystroking, pointing, homing,
drawing, thinking, and waiting for the system to respond.
Widget-level theories