Principles of HCI Design CS 774 HumanComputer Interaction
- Slides: 25
Principles of HCI Design CS 774 Human-Computer Interaction Spring 2004
HCI Design Principles n Design involves choices – Big choices - primary interaction styles – Little choices - button label, color, position n HCI design is art, not science – No algorithm to make choices for you n Principles help make choices – Heuristics -- rule of thumb, wise guess – etymology: from Greek heuriskein to discover, to find CS 774 HCI Spring 2004
Proliferation of Principles n n n Shneiderman - 3 principles, 8 golden rules Norman - 7 principles Borenstein - 10 commandments Mandel - 3 golden rules Johnson (GUI Bloopers) - 9 principles, 82 bloopers and rules to prevent them How to learn what everyone has to say? CS 774 HCI Spring 2004
What have we learned so far? n Knowledge in the world – Books, notes, bookmarks - organize the world n Magic number 7 – Keep the number in mind small n Learn – Accommodate/assimilate/habituate n Mnemonics – Use patterns, mental images, to organize your mind CS 774 HCI Spring 2004
Principles vs. Guidelines n General Principles – – – n Applicable to many interface systems Big and small designs Verified by research experience Widget Guidelines – – Designed for specific GUI systems Gives grammar and vocabulary for interface Mostly for smaller decisions Apple, Windows, Java guidelines CS 774 HCI Spring 2004
Process vs. Usability n Process principles – Such as make prototypes, involve user, etc. – Focuses on what you do n Usability principles – – – Such as provide feedback, be consistent, etc. Focuses on what you create Good for evaluation of interface CS 774 HCI Spring 2004
Chapter 2 Principles n Principle 1: Recognize the diversity – Characterize users, tasks and interaction styles – Foreshadows rest of book - will get back to n Principle 2: Use the Eight Golden Rules – Will do now n Principle 3: Prevent Errors – Your homework CS 774 HCI Spring 2004
1. Strive for Consistency n n n Make the elements of your interface consistent. What elements? Consistent with what? CS 774 HCI Spring 2004
Consistency n With what? – – – n Within your own program? With other programs? With the user’s experience in the world? What elements? – – – Actions Widgets Data CS 774 HCI Spring 2004
2. Enable shortcuts n n Let the interface grow with the user How? CS 774 HCI Spring 2004
Shortcut options n Keyboard short cuts Toolbars Re-configurable menus and toolbars n Alternative representations n n CS 774 HCI Spring 2004
A counter opinion n Jeff Raskin – One button mouse – Monotonous interfaces - only one way to do X n Multiple options can result from – – – n Legacy options Management indecision (oh, include them all) Myth of beginner/expert users Current GUIs mix of two inferior interfaces – Inefficient menu system + incomplete keyboard system CS 774 HCI Spring 2004
3. Offer informative feedback n n Let the user know what happened How? CS 774 HCI Spring 2004
Feedback n Responsiveness – Do it quickly – If it’s going to be a while, tell the user – Use watch cursors, progress bars n n When? What is a complete action to report on? How? – Change appearance of object (WYSIWYG) – Dialog boxes – Status of interface (grey out menu items, highlight, etc) CS 774 HCI Spring 2004
4. Design for closure n n Let the user know the task is done How? CS 774 HCI Spring 2004
Computers as Theatre n n n Brenda Laurel - started as game designer Computer Screen as stage on which we enact scripts Think of interface in terms of – Narrative flow - beginning, middle, end – Actors/Agents - who saved your file? Who gave you the error message? – Stage with actors carrying out an action CS 774 HCI Spring 2004
5. Offer error prevention n n Design the system to prevent errors How? CS 774 HCI Spring 2004
Avoid errors - control input n n n Grey out inappropriate commands Forcing functions Control field input – No letters in number field n Know causes/ frequency CS 774 HCI Spring 2004
Responding to errors n n n Error messages should be in user’s language Actions should be clear Avoid guessing user intent – PL/I and parens n Do nothing (? ? ? ) CS 774 HCI Spring 2004
6. Permit easy reversal n n Let the user undo actions How and why? CS 774 HCI Spring 2004
Easy undos n Allow the user to feel safe – Less risk of damaging data – (Why is data ever damaged? Why not retain everything? Problem of the Mac trash can. ) n n n Correct errors Allow experimentation How – Revert to saved, undo (how long? What is a single action? ), automatic backup files CS 774 HCI Spring 2004
7. Support internal locus of control n n Keep the user in control How? CS 774 HCI Spring 2004
User in control n n Avoid modal dialogs (with Java threads!) Avoid long guided sequences Be permissive Provide exits – Cancel, undo, interrupt, quit CS 774 HCI Spring 2004
8. Reduce short-term memory load n n Magic number 7+/-2 How do we manage this? CS 774 HCI Spring 2004
Reducing memory load n n Rely on recognition, not memory (see and point) Provide cues (affordances, toolbars, menus) Visual clarity (Greek temple, not strip mall) Progressive disclosure (hide advanced stuff) CS 774 HCI Spring 2004
- Formality gap in hci
- Calhr 695
- Nye nyogel 760g
- Interaction styles in hci
- Don norman 7 stages of action
- Models of interaction in hci
- These are more suitable medium than paper.
- History of human computer interface
- Interaction framework in hci
- Emotional interaction
- Flight level
- Elements of wimp
- Interaction styles
- Prinsip dasar desain interaksi
- Principles of flexibility in hci
- Principles of hci
- Robustness in hci
- Hci theories and principles
- Yang termasuk model antarmuka objek-aksi
- Process flow of web interface design in hci
- Define universal design in hci
- Common device with substantial hci design
- Icons in hci
- Screen design and layout in hci
- Hci design patterns
- Four pillars of design in hci