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Presentation Styles: Balancing Function & Fashion

The document discusses guidelines for effective presentation styles that balance functionality and aesthetics, including designing clear error messages, avoiding anthropomorphic interfaces, laying out displays to group related information, and using color conservatively to draw attention but not as a primary coding method. Specific tips are provided for making error messages helpful rather than hostile, keeping interfaces transparent rather than personified, and structuring displays and fields through spacing, labels, and consistent formats.

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0% found this document useful (0 votes)
88 views22 pages

Presentation Styles: Balancing Function & Fashion

The document discusses guidelines for effective presentation styles that balance functionality and aesthetics, including designing clear error messages, avoiding anthropomorphic interfaces, laying out displays to group related information, and using color conservatively to draw attention but not as a primary coding method. Specific tips are provided for making error messages helpful rather than hostile, keeping interfaces transparent rather than personified, and structuring displays and fields through spacing, labels, and consistent formats.

Uploaded by

amitbbs
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 22

Amit Bhapkar

Roll No. 7
Div – C
HCI

Presentation Styles:
Balancing Function & Fashion
1
 Agenda….
 Error messages
 Non-anthropomorphic design
 Display design
 Color

2
Error messages

 Phrasing of error messages or diagnostic warnings is


critical
 Avoid (especially when dealing with novices)
 imperious tone that condemns user
 messages that are too generic (e.g. WHAT? or SYNTAX ERROR)
 messages that are too obscure (e.g. FAC RJCT 004004400400)
 Recommendations for preparing error messages:
 Specificity
 Constructive guidance and positive tone
 User-centered style
 Appropriate physical format

3
► Error messages

 Specificity
 Be as specific and precise as possible

 Poor Better

 SYNTAX ERROR Unmatched left parenthesis


 Type first letter: Send, Read, or
ILLEGAL ENTRY
Drop
 INVALID DATA  Days range from 1 to 31
 File names must begin with a
 BAD FILE NAME
letter
4
► Error messages

 Constructive guidance and positive tone

 Messages should, where possible, indicate what users


should do to correct the problem.

 Unnecessarily hostile messages using violent


terminology can disturb non-technical users:
 FATAL ERROR, RUN ABORTED
 CATASTROPHIC ERROR: LOGGED WITH OPERATOR
 Negative terms such as ILLEGAL, ERROR, INVALID, BAD
should be eliminated or used infrequently

5
► Error messages

 Constructive guidance and positive tone (cont.)

 Poor Better

 Run-Time error ‘-2147469 (800405):


Virtual memory space consumed. Close
Method ‘Private Profile String’ of
some programs and retry.
object ‘System’ failed.

Resource Conflict Bus: 00 Device: 03  Remove your compact flash card and
Function: 01 restart

 Your password was not recognized.


 Network connection refused.
Please retype.

 Drop-off date must come after pickup


 Bad date.
date.
6
► Error messages

 User-centered phrasing

 Suggests that the user controls the interface –


initializing more than responding
 Thiscan be partially provided by avoiding negative and
condemning tone; and by being courteous to users
 e.g., In a telephone company,
 “We’re sorry, but we are unable to complete your call as
dialed. Please hang up, check your number, or consult the
operator for assistance”,
versus
 “Illegal telephone number. Call aborted. Error number 583-
2R6.9. Consult your user manual for further information.’
7
► Error messages

 User-centered phrasing (cont.)

 User should have control over the amount of


information system provides
 Short description
 Description with example
 Full detail
 e.g.screen tips (short), a help button for context-
sensitive help, or an extensive online user manual

8
► Error messages

 Appropriate physical format


 Use uppercase-only messages for brief, serious
warnings
 Avoid code numbers
 if required, include at end of message
 There is debate over best location of messages. e.g.
they could be:
 near where problem arose
 placed in consistent position on bottom of screen
 dialog box near to, but not obscuring relevant information
 Audiosignals useful for getting attention, but can be
embarrassing
 should be placed under user control (user-centered principle)
9
Non-anthropomorphic design

 Anthropomorphism: Attributing human/animal


qualities to non-living things.
 Intelligence, autonomy, free will, … in computers.
 appealing to some people; but can deceive, confuse,
and mislead people
 Important to clarify differences between people
and computers
 human to computer relationship is different than human
to human
 usersand designers must accept responsibility for
misuse of computers
10
► Non-anthropomorphic design

 Although attractive to some people, an


anthropomorphic interface can produce anxiety
in others
 some people believe computers “make you feel
dumb”
 computers should be transparent and support
concentrating on the task in hand
 Anthropomorphic interfaces may distract users
 Microsoft’s ill-fated Clippet character was intended to
provide help suggestions
 Amused some, but annoyed many
 Disruptive interference

11
► Non-anthropomorphic design

 Guidelines

 Be cautious in presenting computers as people.


 Interfaces should neither compliment nor condemn.
They should be comprehensible, predictable, and
controllable
 Use cartoon characters in games or children’s
software, but usually not elsewhere
 Do not use 'I' pronouns when the computer responds
to human actions.
 Use "you" to guide users, or just state facts.

12
► Non-anthropomorphic design

 Example 1:
 “I will begin the lesson when you press RETURN”
 “You can begin the lesson by pressing RETURN”
 “To begin the lesson, press RETURN”
 Example 2:
 “Welcome to Thrifty Car Rentals. I’m Emily, let me help
you reserve your car. In what city will you need a car?”

13
Display design

 Effective display designs must provide all the


necessary data in the proper sequence to carry
out the task
 Meaningful groupings and their consistent
sequences and formats support task performance
 Groups can be surrounded by blank spaces or
boxes.
 Alternatively, related items can be indicated by
highlighting, background shading, color, or
special fonts

14
► Display design

 Field layout
 Blank spaces and separate lines can distinguish fields.
 Labels are helpful for all but frequent users.
 Distinguish labels from data with case, boldfacing, etc.
 If boxes are available they can be used to make a
more appealing display, but they consume screen
space.
 Specify the date format for international audiences

15
Display design: Example

16
► Display design: Example

17
► Display design: Example

may more
is
Th sume
con ce 
spa
18
► Display design

 Empirical results
 Structured form superior to narrative form
 Performance is improved by:
 improving data labels,
 clustering related information,
 using appropriate indentation and underlining,
 aligning numeric values, and
 eliminating extraneous characters
 Fewer, denser displays are more time efficient for expert users.
 Especially, if tasks require comparison of information across displays
 Consistent location, structure, and terminology across displays is
important

19
Color
 Color displays are attractive to users and can improve
task performance, but the danger of misuse is high.
 Color can:
 Add accents to an uninteresting display
 Facilitate subtle discriminations in complex displays
 Emphasize the logical organization of information
 Draw attention to warnings
 Evoke strong emotional reactions of joy, excitement, fear, or
anger
 Good to be used for video games, diagrams, images,
sceneries, or 3D objects
 There is a controversy on its use for alphanumeric
displays, spreadsheets, graphs, and user-interface
components.
20
Color guidelines
 Use color conservatively
 Limit the number of colors
 Recognize the power of color as a coding technique
 Color coding should support the task
 Color coding should appear with minimal user effort
 Color coding should be under user control
 Design for monochrome first
 Consider the needs of color-deficient users
 Color can help in formatting
 Be consistent in color coding
 Be alert to common expectations about color codes
 Be alert to problems with color pairings
 Bad: blue/red, yellow/purple, magenta/green, yellow/white, brown/black, …
 Good: blue/white, black/light blue, …
 Use color changes to indicate status changes
 Use color in graphic displays for greater information density

21
Thank
You

22

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