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7 April 2017

Design
Principles

CS2002S: Mobile
Development and Design

CSC2002S Melissa Densmore, UCT

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Golden Rules of Design
Strive for consistency

Enable frequent users to use shortcuts

Offer informative feedback

Design dialogues to yield closure

Strive to prevent errors; Help users recover quickly

Allow Undo

Make users feel they are in control of a responsive system

Schneiderman, B. "Eight golden rules of interface design."


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recap

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Recognition Over Recall

Make objects, actions,


options and directions
visible

User should not have to


remember information from
one screen to another.

eg. Give input format,


example and default

e.g. Breadcrumbs to note


where we are

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Knowledge & Chunking

◼ To improve on memory we tend to chunk actions


◼ Group actions into a lump
◼ Seek for meaningful relationships
0796727796 vs 079 672 7796 vs 0 796 727 796

◼ To help, we need to differentiate “knowledge in head” and


“knowledge in world”
◼ Display-based action (e.g. response to touch)
◼ Recognition vs. Recall

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80/20 Pareto Law
20% of functionality will account for 80% of usage

What is the 20%?


widgets | apps | menus | dialogs

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Principle of Least Effort
Harold Thimbleby

◼ Zipf’s principle of least effort:

Make frequent things easy, and unlikely things harder

◼ Similar to the simplicity idea, this manifests in the following


ways:
◼ Morse code’s “E” is only one dot; apostrophe is 6 dots and dashes
◼ Menus are organized with common things at top
◼ “Dangerous” operations can be heavily nested or require many
clicks and presses

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Principle of Least Astonishment
Reflect inner workings or user intuition?

◼ Consistency is a key goal in user interface design

◼ Applies to both functionality and form

People are part of the system. The design


should match the user's experience,
expectations, and mental models.
Saltzer, J. H.; Kaashoek, Frans (2009). Principles of computer
system design: an introduction. Morgan Kaufmann. p. 85.

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Aesthetic Usability Effect
Things that look better perform better in usability tests!

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The attractive product will be perceived as easier to use. Ease of use is often a criteria
in purchase decisions – easy to use products require less training and support. So by
improving the attractiveness it increases the perceived ease of use – improving the
chances of making a sale Users will be more likely to develop positive feelings
towards the attractive product. This can lead to: Positive reviews – leading to more
sales They’ll tell their friends – resulting in more sales leads They’ll tolerate faults
more – reducing support calls The attractive product will be perceived as of higher
quality And, perhaps most importantly; customers may overlook feature deficiencies
so they get to use the more attractive product

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Apparent Usability vs Inherent
Usability

1 2 3 ¥
Main Display
4 5 6 Cancel

7 8 9 Correct

1,000 10,000

Masaaki Kurosu and Kaori Kashimura. 1995. Apparent usability vs. inherent
usability: experimental analysis on the determinants of the apparent usability.
In Conference Companion on Human Factors in Computing Systems (CHI '95)
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Apparent Usability vs Inherent Usability


Cash Dispenser – 17 keys
26 designers – layouts
252 Design and Usability Students

These results show that the apparent usability is less correlated with the inherent
usability compared to the apparent beauty… This suggests that the user may be
strongly affected by the aesthetic aspect of the interface even when they try to
evaluate the interface in its functional aspects and it is suggested that the interface
designers should strive not only to improve the inherent usability but also brush up
the apparent usability or the aesthetic aspect of the interface.

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Modes

◼ Modes allow different behaviors from the same interface


features (e.g. Caps Lock, Num Lock)

◼ Not necessarily bad – but sometimes really bad!


◼ If mode change is not obvious – device appears non-deterministic
(e.g. case-sensitive passwords)

◼ Polya’s principle of “Non-sufficient reason”:

If there’s no reason to believe things


are different, they aren’t different

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Feedback (Harold Thimbleby & Isaac Newton)

◼ Newton taught us that every action in nature is met with a


reaction - this is not always the case in interfaces

◼ Every user action needs the interface to react so that the user
knows the action is complete
◼ this can be tricky in multi-tasking systems

Especially important for displaying modal information

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Equal opportunity

◼ Equal opportunity states that there should be no difference


between input and output values (or known / unknown) - one
can be substituted for the other.

◼ Good examples include:


◼ Spreadsheets - cells are neither input or
output exclusively
◼ Camera controls

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Fitts’s Law (1954)

The time taken to acquire a target


is a function of the distance to and
size of the target
For target of size S, a distance D
from the pointer:

æD ö
time = a + b log 2 ç +1÷
èS ø
Melissa Densmore, UCT CSC2002S

Menu design

Buttons and other GUI controls should be a reasonable size; it is relatively difficult to
click on small ones.
Edges and corners of the computer monitor (e.g., the location of the Start button,
Taskbar and a maximized window's Close button in Microsoft Windows; or the menus
and Dock of Mac OS X) are particularly easy to acquire with a mouse, touchpad or
trackball. Because the pointer remains at the screen edge regardless of how much
further the mouse is moved, they can be considered as having infinite width.[6][7] An
exception of note is that since hands are not artificially limited in the same way, this
attribute does not apply to touchscreens.

Similarly, top-of-screen menus (e.g., Mac OS) are sometimes easier to acquire than
top-of-window menus (e.g., Windows OS).
Pop-up menus can usually be opened faster than pull-down menus, since the user
avoids travel: the pop-up appears at the current cursor position.
Pie menu items typically are selected faster and have a lower error rate than linear
menu items, for two reasons: because pie menu items are all the same, small
distance from the centre of the menu; and because their wedge-shaped target areas
(which usually extend to the edge of the screen) are very large.[8]

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Fitts’s Law + Pareto Principle?

Melissa Densmore, UCT CSC2002S

Menu design

Buttons and other GUI controls should be a reasonable size; it is relatively difficult to
click on small ones.
Edges and corners of the computer monitor (e.g., the location of the Start button,
Taskbar and a maximized window's Close button in Microsoft Windows; or the menus
and Dock of Mac OS X) are particularly easy to acquire with a mouse, touchpad or
trackball. Because the pointer remains at the screen edge regardless of how much
further the mouse is moved, they can be considered as having infinite width.[6][7] An
exception of note is that since hands are not artificially limited in the same way, this
attribute does not apply to touchscreens.

Similarly, top-of-screen menus (e.g., Mac OS) are sometimes easier to acquire than
top-of-window menus (e.g., Windows OS).
Pop-up menus can usually be opened faster than pull-down menus, since the user
avoids travel: the pop-up appears at the current cursor position.
Pie menu items typically are selected faster and have a lower error rate than linear
menu items, for two reasons: because pie menu items are all the same, small
distance from the centre of the menu; and because their wedge-shaped target areas
(which usually extend to the edge of the screen) are very large.[8]

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Hick’s Law
The time taken to reach a decision goes up
as the number of choices increases

Melissa Densmore, UCT CSC2002S

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Signal to Noise Ratio (Tufte)
control vs. functionality

◼ Eliminate the unnecessary

<blink>

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Signal to Noise Ratio (Tufte)
control vs. functionality
◼ Too much density leads to degradation of viewer interest

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Examples: NextBus
How easy is it to spot critical information?

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07B Small Screens

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https://www.cultofmac.com/386772/how-to-purge-your-obsolete-apple-watch-
alarms/

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Mobile Design
Lots of Data – on a Small Screen

Ben Shneiderman’s
Visualization Mantra

overview
filter
details on demand

Applies to text, audio,


images…

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App Overview

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Top level views

The top level of the app typically


consists of the different views that
your app supports. The views
either show different
representations of the same data
or expose an altogether different
functional facet of your app.

Category views

Category views allow you to drill


deeper into your data.

Detail/edit view

The detail/edit view is where you


consume or create data.

Melissa Densmore, UCT CSC2002S

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Text Overview
Gmail does this really well

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Filtering - ordering
Exclude data that is not
relevant

Ordering clarifies exclusions

Dynamic Ordering

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Remember the 80/20 rule

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Recommender Systems
These dynamic categories emerge from crowdsourcing
• Explicit: star ratings, reviews
• Implicit: downloads, views

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Implicit Filtering: Location Based Services
Mobiles can know where they are geographically
Apps (given location data) can tailor results without
having to filter location

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Explicit Filtering Use sliders
and
checkboxes
to specify
ranges and
attributes

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Meeting Planning
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If you must enter text
Use auto-completion techniques, such as keyword in
context, support voice.

also, don’t be evil…

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SMS and Messaging Services
Usefulness | Usability | User Experience

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Why was SMS a killer app?


Cost
Low intrusion
Expressiveness and meaning
Turn0taking
Privacy – private communication in publc spaces
Simple and Direct

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Mobile Modalities: Maps
Google Skymap

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Head up or Head down?

http://nation.time.com/2013/10/09/san-francisco-commuters-missed-a-murder-by-staring-at-their-phones/
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Image
https://thegrand0ptimist.wordpress.com/2013/03/13/heads-down-phones-up/

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Sygic GPS App

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Virtual Reality - FlashBack

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Facebook

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Instagram

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What are some of the affordances of this interface?

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Vula

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Cape Town Buses and Trains

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