Professional Documents
Culture Documents
D i Principles
Design P i i l (continued)
( ti d)
Design
D i Principles:
Pi i l Ask
A k the
th
right question
Instead of asking what
what are design
principles?, we can ask what for? and
when do we use design principles?
Design principles can guide the
designer during design process.
They can be used to evaluate and
critique the design, prototype, etc.
Design Principles
can be divided into 3 groups: learnable,
effective and accommodating.
Learnability
Help people access, learn and remember
the system: 4 principles
Visibility
Vi ibilit
Consistencyy
Familiarity
Affordance
Aff d
Effectiveness
Give users sense of being in control, knowing
what to do and how to do it: 5 principles
Navigation
Control
eedbac
Feedback
(The following principles are for safety and
securityy as well))
Recovery
Constraint
Accommodation
The interfaces are made in a way that
suit users: 3 principles
Flexibility
Fl ibilit
Style
y
Conviviality polite, friendly and
generally pleasant
Design for Windows applications
Activities
Contexts
Technologies
People are different from one another
Physical differences
Height, weight, different capabilities in sight, hearing,
touch,
Psychological differences
Different ways of working; different memory abilities,
spatial ability; different amounts of attention at different
times; ability to recognize things or remember things.
Different mental models
Usage differences
Experts versus novices, discretionary users of
technologies, differences in designing for a
heterogeneous group or a homogeneous group
Psychological differences
Temporal aspects
To do with timing, frequency etc.
Safety critical
What problems happen if something goes wrong?
Content
What information and media are we dealing with?
Temporal aspects of activities affect designs
How regular or infrequent are the activities?
E.g. making a call on a phone vs. changing the battery
Searching the Web versus working on an Excel spreadsheet
Safety-critical issues
Data requirements
Large amounts of alphabetic data - e.g. writing
Small amounts of static, unchanging data - e.g. swipe cards
Media requirements
Need for video, text, colour, sound, etc.
Different contexts of use
Organizational context
Power structure, changes in life style, de-skilling, etc.
Different technologies
Hardware and software to consider
Input
How to enter data and commands into the system.
Suitability of medium for different contexts/activities
Output
Characteristics of displays - streamy media versus
chunky media. Characteristics of the content. Also
feedback is important
Different technologies (continued)
Communication
Between person and technology. Bandwidth, speed.
communication between devices
Content
Functional systems versus systems more focused on
content
Example: designing a ticket machine
South Kensington station is introducing a new system
of automatic barriers and ticket machines. What are
the characteristics of buying a ticket?
Homer has been asked to run this course, and decided to produce
some of the training material. He goes to the Nuclear Safety
Inspectorates web site and grabs a load of Learning Objects that seem
to be about Nuclear safety. He rejects those that seem irrelevant to
the jobs that Bart is likely to do initially.
Its important that the NSI Learning Objects repository has enough
information to select the appropriate Learning Objects, and that
Homer (with years of experience in Nuclear Safety) has enough
experience to select suitable Learning Objects.
Example conceptual scenario (continued)
Know that things are being done right. Rhonda supervises the unit
because shes good at what she does. If nurses arent following
procedure or documenting things, she wants to know right away.
Persona + Context setting
Jan and Mike are a couple in their mid thirties. Mike is a
university lecturer in Chemical Engineering and Jan is an
manager at Barclays Bank.
Serve people
peopless requests
Ph
Phase 1 Id
1: Identify
tif users +
tasks
If there are no real users or tasks
think again, there probably are!
Jeff Hawkins,
Hawkins the inventor of the Palm Pilot
Pilot, was said to
have carried a small block of wood around in his shirt pocket
As various everyday situations arose, he would take out the
block of wood and imagine how he would use the device.
device 1
1see Sato and Salvador, interactions 6(5)
Do not
create a list of simple things the system should do
present a sub-goal independent of other sub-goals
Phase
h 1: Developing
l i good
d taskk
examples
4. Says who the users are
name names, if possible
says what they know
Why?
design
g success stronglyg y influenced byy what users know
can go back and ask them questions later
reflects real interests of real users
helps you find tasks that illustrate functionality in that
persons real work context
Phase
h 1: Developing
l i good
d taskk
examples
5. Are evaluated
Circulate
Ci l descriptions
d i i to users, and
d rewrite
i if needed
d d
ask users for
corrections
omissions
clarifications
suggestions
Process
1 Select one of the task scenarios
2 For each users step/action in the task:
a) can you build a believable story that motivates the users actions?
b) can you rely on users expected knowledge and training about
system?
c)) if you cannot:t
youve located a problem in the interface!
note the problem, including any comments
assume it has been repaired
d) go to the next step in the task
Cheap
p Shop
p
Screen 1
Screen 2