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Transcript of 2505ICT
2505ICT
User Interface Design
Course organisation
Course Convenor and lecturer Marilyn Ford, L08 Room 2.20, [email protected]
The course website http://www.ict.griffith.edu.au/marilyn/2505ICT/index.html
The course textbook
Exploring Interface Design, 2005, Marc Silver
Assessment and available marks
Lab Exercises (days 1 –12) 12 x 2 marks = 24
Individual Project Reports #1: due beginning of lab, day 5 (16 marks) #2: due beginning of lab, day 9 (20 marks) #3: due beginning of class, day 13 (20 marks)
Presentation on group project (day 13) Individual marks = 20
Day 1
Lecture on chapter 1
Objectives of lecture 1
Understand some of the costs associated with poor user interface design
Understand the importance of client and user requirements before beginning to design a software project
Understand why it is important to create designs on paper before beginning coding
Some basic terminology
User Interface (UI) is the means by which people interact with a computer to achieve their aim The person’s interaction with the computer is called
human-computer interaction (HCI) or computer-human interaction
The term user experience recognises that when using the software, users have experiences that have been orchestrated by (caused by) the designers of the software.
The user experience http://www.ted.com/talks/david_pogue_says_simplicity_sells.html
In the old days
The users of software were often the users of the software or specialists in a field
The general public did not use software
Even specialists needing computer output did not use the software
So, it did not matter what the interface was like
Then …
Personal computers became popular during the 80s and 90s and so the general public came to use software regularly
The users’ tolerance for hard-to-use software was low
Their expectations of the software running on their computers were higher than expectations had been for software running on the corporate mainframe
Things started to change, and still are changing
Designing with user in mind
More and more today, there is a push to design with the user in mind
[ISO 13407] "The usability of an interface is a measure of the effectiveness, efficiency and satisfaction with which specified users can achieve specified goals in a particular environment with that interface."
Usability
Effectiveness The accurateness and completeness with which
specified users can achieve specified goals in a particular environment
Efficiency The use of minimum effort by the user to accurately
and completely achieve a specified goal in a particular environment
Satisfaction The users’ comfort with and acceptability of the
software
Ways of imagining the cost of bad UID
Imagine being stuck in a room with no visible way to get out being lost in a foreign country and being unable to
communicate with anyone being forced to make a decision with serious
consequences when you don’t understand the choices
being on a highway with too many signs competing for your attention
having to reintroduce yourself every time you see your best friends
having to walk around the block every time you want to move from one room to another in your house
being hungry, but unable to figure out how to open the refrigerator
hiring an employee who refuses to do what you ask and makes you feel stupid for asking
Similar things happen when you have bad UID
Some examples: You’re taken to a web page with no visible means of
getting back to a known page A group of buttons is displayed with cryptic icons
whose meaning or function you cannot guess A web page presents a confusing array of choices,
poorly organized links, ambiguously labeled buttons, and meaningless graphic images
You’re forced to retype the identical user information that you provided to the same site yesterday
A tutorial program requires that you click the right arrow through 25 screens of information to get to the review quiz you were working on yesterday
A dialog box gives you 2 choices, neither of which you want
Satisfy the clients and the users
To do this, you must: Understand the clients and the USERS Find out what the client and the USERS want Get feedback from clients and USERS from the very
beginning and throughout the design process Take notice of feedback you obtain Don’t blame users for having trouble with your software Adhere to established design principles
Think of UID as architecture
Would you build a structure without designing it on paper first? Would you develop a prototype or model of it before building
the real thing? The term “information architect” is sometimes used to describe
user interface designers, especially those working out the structuring of the information presented in the software
Just as architects use blueprints to specify their design, so user interface designers can use sketches or partial implementations to help specify their design and get feedback on the design
Don’t fall into the trap of heading straight for the computer when given a project ... before you head for the computer, get information from potential users and develop sketches and prototypes
One principle to keep in mind - consistency
Consistency placements have become the de facto standard in design
Deviating from expected conventions does have its place, such as when the goals of the site are to defy such convention
Think of (non-IT) examples where convention is not adhered to … think of the trouble this can lead to … it is the same with software
If you do deviate from convention, make sure that it is for a reason that you believe will enhance the user’s experience
Don’t be like Dilbert!
http://web.mit.edu/is/usability/IAP/2003/Session1/