What makes a GUI good?

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What makes a GUI good? Why lions, giraffes and pandas are better than squares. Flow vs Darth Vader (=excise) Flow vs. Darth Vader (=excise) Graphical Interfaces fall 2010

Transcript of What makes a GUI good?

Page 1: What makes a GUI good?

What makes a GUI good?

Why lions, giraffes and pandas are y , g pbetter than squares.

Flow vs Darth Vader (=excise)Flow vs. Darth Vader (=excise)

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Graphical Interfaces fall 2010

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Clues!

Humans look for clues!

What kind of clues can you give in an interface y gregarding

– What can be done– What objects can selected– What is going on in general?What is going on in general?

Discuss!Discuss!

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Swap

Look & analyze– What is the objective

of the game?Wh d?– What is good?

– What is bad?

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http://www.by-art.com/swap/swap.htm

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Swap

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Zookeeper

http://www.2flashgames.com/play/f-231.htm

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Color-blind-safe; distinctive shapes

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Many types of states...

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Is it that simple?

No... because different interfaces have different d d hi h t d t b t di tdemands, which tend to be contradictory

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Branding, ”look&feel”

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Multi-functional

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Useable/efficient

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Contradictions...

Programmers say:

You can have it FASTCHEAP or

WORKINGWORKING.

...pick any two!!!p y

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Contradictions

Interaction designers say...

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Flow

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Flow

Flow is when everything runs smoothly towards a lgoal

No energy spent on unnecessary fuss

No sense of carrying out subtasks, ”just doing” without having to focus consciously on detailswithout having to focus consciously on details

Flow is an EXTREMELY PRODUCTIVE STATE

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NOT flow... ever

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Direct manipulation supports flow...

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Abstract manipulation does not

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(make everyone happy)

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Keep important tools close at hand

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Provide modeless feedback

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Reduce number of steps

Which steps do you need to take when making a ”S A ” (if l k )?”Save As...” (if you are unlucky)?

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Reduce number of steps

Which steps do you need to take when making a ”S A ” (if l k )?”Save As...” (if you are unlucky)?

– Save As– Define location– Define name– Save as type

ImageReady: I want this!

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Provide choices, not blanks

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Provide choices, not blanks

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Hide dangerous commands...!

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Flow...

Distinguish between possibility and probability– Save on exit vs don’t save on exit– Programmers tend to give equal importance to the 1% case

h 99% d b GUIas the 99% cases; good in programing but not in GUI design!

A id tiAvoid unnecessary reporting– Don’t report ”Everything proceeds as expected, OK?”

Distinguish between functions and their configuration

– In Word 2003 the menu command Print led to settings whereas the icon printed with the last settings

Graphical Interfaces fall 2010

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Design task: Coffee for the win!

Design a coffee-ordering application! – A small desktop widget, no fuss– The order is automatically sent to the kitchen where

d d l h ’ d ksomeone prepares it and delivers it at the user’s desk.

Minimum demands:– Coffee or Teaff– Sugar and/or Milk

Extras? Latte? Espresso?Chai? Cappucino?

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Chai? Cappucino?

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Excise: The Enemy

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Excise is…

Excise are those extra moves that aren’t goal-di t d b t till d d t kdirected but still needed; extra work

– Goal: get to work (by car)– Excise: opening garage door, driving out of garage,

closing garage, filling up gas…

What could be excise in a GUI? Discuss!

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Excise: Unnecessary dialogs etc

(Not all dialogs ( ghowever; some are necessary!)

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y )

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Excise: visual clutter

Long lists, unsorted information

Hard to know what to click– http://www.staplesville.ca/

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Excise: No input where output

Here I have to go back to the page where I made the

tti t ditsettings to edit…

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Excise: Going to a different window

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Excise: Navigation

Navigating between… –Panes–Pages How can we reduce

navigation excise?–Programs–Views

navigation excise?

–Tools…

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Excise: Navigation

Navigating between… Solution: Provide–Panes–Pages

– Overviews– Signposts

–Programs–Views

– Avoid hierarchies

–Tools…

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Cooper: Considerate software

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Next thing:

Exercise 1: Redo it RightFriday 09.00-12.00 Design Studios

Home work: Icons (should take max 30 mins)– To be handed in at; on Tuesday the start of next lesson i e– To be handed in at; on Tuesday the start of next lesson, i.e.

on Tuesday

Graphical Interfaces fall 2010