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User Interface Design
User Interface Design
Unit-I
- -
·
Information -
ease
eye a hand movements
->
Working with a computer should be easy, productive and enjoyable.
·
Graphical User Interface (GUI) allows people interactwith
to electronic devices through
images rather than inputtext
·
Throughoutthe years 1970, screens had cryptic captions and monochromatic, and the user had
·
Butafter 1990, screens now had menus, buttons, borders, differentfontstyles and colours, and were
neatly aligned.
·
Method by which user and computer system interactwith each other
a) Direct Manipulation
world
·
·
WYSIWYG
·
actions are rapid and incremental, reversible and visible display ofresults.
·
Anthropomorphic
↳facial
gestures I hand movements 4 eye movements
(b) Indirect manipulation:
·
Used when directmanipulation is notfeasible
·
Operations difficultto depictgraphically
Graphical systems:
Advantages Disadvantages
·
exploits visual/spatial cues
·
consumes more screen
space
· easier
learning and
remembering
·
Inconsistencies in technique and
technology
· Fewer errors ·
Misinterpretation
·
Easily reversible ·
Hardware limitations
·
More control
·
Immediate feedback
·
more attractive
·
overcomes language barrier
key terms be
to covered under ability:
I
Effective while mustaccountfor the
designing, experience
->
·
we user's
Engaging ·
Ambiguous menus & icons
·
Inadequate error
messages, help, tutorials, documentation
etc.
·
Easy to learn
·
Visual clutter ·
excessive
page scrolling
confusing navigation
·
inconsistentdesign
· Information overload ·
inadequate information
·
outdated information
·
Inefficientcomponents/operations
Design
Process
·
Understand how HCI works 1. A
goal is formed
·
Understand user's preferences, needs, jobs 2. A
plan is devised and implemented
Identify age
user's and experience
·
Perception:proximity, symmetry, continuity, unity etc.
↳ Long-term
areeatininewas
(knowledge)
·
Guidelines:
Do
working memory ifreading speed
-> notrequire use of is important.
other
Vitalscreen groupings
·
parameters are
sensory storage,
numbers
of for easy
remembering.
· Mental models
·
Learning:process ofencoding long-term
into from short-term
memory.
·
Performance load:reducing cognitive and kinesthetic work load
(he
average user
Formatting ofMenus:
menus
·
Display: either permanently display menu
cor)
⑧
Ordering
present menu on demand · order lists by numeric, alphabetic
order.
· Presentation:ensure other components do not
have order
same visual qualities as menus
· can
by sequence a
frequency of
occurence.
·
Organization
·
provide a general/main menu
·
Groupings
·
Groupings ofitems thatare logical and
·
minimize no. ofmenu levels
meaningful
·
Never require menus to be scrolled. · should manimize
similarity within a
group
and minimize
similarity across
groups
·
Line separators
·
vertical
groupings subtle solid lines
->
·
separate groupings by thin
line/wide space
for subgroupings dotted
-> lines
· Menu mustcommunicate:
1. nature/purpose ofmenu
proper choice
3. How the is selected
·
descriptions mustbe single/compound words. Place keyword first.
-
kind
: Selectthe
proper of Windows
·
Window characteristics
be
able to:
↳ Size
of information
↳ Presentation location *
Reminding
&
↳
Visibility
for
·
Use
overlapping windows
switching between tasks;expertusers
·
Use tiled windows for
single-tasus, data thatneeds to be seen
actively;beginner users
iwindows
·
Dialog & Message bones. Property Inspectors
· Pop-up windows · Palette Windows
·
Property sheets
Secondary Windows
Other windows
(should not be
larger than 263 units)
advanced
Unfolding sec. windows ->
providing options atsame level
Cascading sea. Windows -> providing advanced options ata lower level
we
organization:Organize windows
supportuser
to talks
extend interaction
2. Use
Secondary windows to
3. Use
dialog bones for infrequently used/need information
· Minimize no. of windows needed for a task
· Ifwindow size is
big, ask:
↳ Is
↳ Is all
all data
data
presented
presented
needed?
related?
3 otherwise, makeinres a
W e
presentation:
↳ place
IC window is
being restored, where
it
appeared.
it
Cascading of windows is
preferred.
·
D
eer
o
reposition window a
to be moved
place we again ledges of
the screen)
·
Operable controls
has
It 3
principles:
↳ Buttons
↳ 'mustwork the it looks;look the
works'
it
way way
Entry controls/Read only
· Tent -
controls
↳ mustbe
presented in a standard manner · Selection controls
A
control may: ↳ Check bones ↳Palettes
Combination controls
·
entry
permitentrylselection of particular
·
a value
↳ bones - Combo bones
Spin
·
permitediting a value ·
Presentation controls
text/graphic
↳ Group bones ↳ Column headings
display only of
·
a
piece
↳ Progress Indicators - Balloon Tips
·
cause a command be
to
performed
↳ Tool tips ↳ Sample box
↳ firstletter word
Capitalize of each
↳ Do highlightwords
not in title
↳
Straight forward
↳ colour
↳ Font ...
etc.
·
Effective Feedback should be given for user actions
↳ Allow starta
users to new
activity while waiting
↳Assistance/Preventing Errors
↳ be for experienced
May annoying users
·
Providing Cometual, Refence, rented help
·
Providing Hints/Tips
Itionalization:Process of
isolating alements from a
product
v
Majorly english speaking users
Lalization:Process of
infusing alements into a product (which may
be
previously internationalized)
~ widest
possible market desired x
costof translation &
rewriting software is high
· Use
simple english
·
Avoid!
X
Acronyms x slang
Xlocal/computer jargon X
culturally specific examples
· Use
internationally accepted symbols and images
Accessibility:
-
Providing access
systems for
people with disabilities
·
to
easy
1. Visual
Disability 3.
Physical Disabilities
·
Provide captions for all controls, objects etc.
·
On-screen keyboard
select
contrasting and
brightness Display for longer durations
· ·
colours increase message
2.
Hearing Disability
·
Spell/grammar check content
·
Provide visual cues for all audio alerts 5. Cognitive Disabilities
·
Detailed transcripts for videos a audio files ·
Simplify userface
·
Allow increase volume than normal range ·
Display message for longer durations
-5
Being:detailed evaluation of a
system
functions itshould
·
making sure
everything as
Usability
-
Testing
Purpose:
-
Effective
⑧ Criteria · Establish communication blu developers a users
-> ->
Engaging
· Evaluate a Product
-> Efficient ->
Easy learn
to
ing:
->
Error tolerant
·
should begin in the earlieststages of
development
Importance:
-
·
Iterative
process:product
is tested again e again
->
Designer & users
may
have differentvisions until itmeets all its
goals
estages
-> There is no user
average of Testing
Feedback
->
costs.
% Fidelity
Purpose:To obtain user
input
ofexactness with which a
product
/ Degree
I
·
Provide feedback
designers
to
I produced/reproduced.
Types of Prototypes:
limited
only a
rough approximation, understanding
2. Interactive paper prototypes ->
Post it notes;low sidelity;more
-
3.
Programmed facades Prototyping
=>
tools;Detailed;med-to-high fidelity; more
expensive a
time
consuming
3.
Prototype-oriented languages created through
-
seens
·
Presentrelated information in a
single window whenever possible (nottoo much, nottoo less)
· Use
Primary windows for major interaction
·
Minimize no. of windows needed for a taste
·
Provide large enough windows;minimize scrolling
(b) pages
· Use a
layoutgrid
* Avoid horizontal
scrolling
for differentplatforms &
·
Design screens
⑰-
page
↳me peein
·
clearly identify the website's purpose
and content
↳ NamelLogo, tagline
↳ Website name
↳ Brief description
↳ Site
map
⑰- 2
↳ links to all
Navigation most of the site
↳ Summary of latestnews
↳ Search facility