The document discusses user interface design principles and models. It provides three key principles for user interface design:
1. Place users in control of the interface and allow for flexible, interruptible, and customizable interaction.
2. Reduce users' memory load by minimizing what they need to remember, establishing defaults, and progressively disclosing information.
3. Make the interface consistent across screens, applications, and interaction models to maintain user expectations.
It also describes four models involved in interface design: the user profile model, design model, implementation model, and user's mental model. The role of designers is to reconcile differences across these models.
User Interface Design in Software Engineering SE15koolkampus
The document discusses principles of user interface design including interaction styles, information presentation, user support, and evaluation. It covers topics such as direct manipulation, menu selection, command languages, using color and graphics effectively, designing helpful error messages and documentation, and evaluating interfaces against usability specifications. The goal is to provide user-centered interfaces that are logical, consistent, and help users recover from errors.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
This topic covers the following topics
Introduction
Golden rules of user interface design
Reconciling four different models
User interface analysis
User interface design
User interface evaluation
Example user interfaces
The document discusses user interface design and provides three golden rules:
1) Place the user in control by allowing flexible, interruptible, and customizable interaction.
2) Reduce the user's memory load by providing defaults, intuitive shortcuts, progressive disclosure of information, and visual cues of past actions.
3) Make the interface consistent by using standardized visual organization, a limited set of input mechanisms, and indicators to help users understand context across tasks and applications.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
This document discusses various topics related to software design including design principles, concepts, modeling, and architecture. It provides examples of class/data design, architectural design, interface design, and component design. Some key points discussed include:
- Software design creates representations and models that provide details on architecture, data structures, interfaces, and components needed to implement the system.
- Design concepts like abstraction, modularity, encapsulation, and information hiding are important to reduce complexity and improve design.
- Different types of design models include data/class design, architectural design, interface design, and component-level design.
- Good software architecture and design lead to systems that are more understandable, maintainable, and of higher quality.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
User Interface Design in Software Engineering SE15koolkampus
The document discusses principles of user interface design including interaction styles, information presentation, user support, and evaluation. It covers topics such as direct manipulation, menu selection, command languages, using color and graphics effectively, designing helpful error messages and documentation, and evaluating interfaces against usability specifications. The goal is to provide user-centered interfaces that are logical, consistent, and help users recover from errors.
This document discusses user interface design. It covers interface design models, principles, characteristics, user guidance, usability testing and examples. Some key points covered include the iterative UI design process of user analysis, prototyping and evaluation. Design principles like consistency and providing feedback are discussed. Interface styles like menus, commands and direct manipulation are presented along with guidelines for elements like color use and error messages. The goals of usability testing like obtaining feedback to improve the interface are outlined.
This topic covers the following topics
Introduction
Golden rules of user interface design
Reconciling four different models
User interface analysis
User interface design
User interface evaluation
Example user interfaces
The document discusses user interface design and provides three golden rules:
1) Place the user in control by allowing flexible, interruptible, and customizable interaction.
2) Reduce the user's memory load by providing defaults, intuitive shortcuts, progressive disclosure of information, and visual cues of past actions.
3) Make the interface consistent by using standardized visual organization, a limited set of input mechanisms, and indicators to help users understand context across tasks and applications.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
The document contains slides from a lecture on software engineering. It discusses definitions of software and software engineering, different types of software applications, characteristics of web applications, and general principles of software engineering practice. The slides are copyrighted and intended for educational use as supplementary material for a textbook on software engineering.
This document discusses various topics related to software design including design principles, concepts, modeling, and architecture. It provides examples of class/data design, architectural design, interface design, and component design. Some key points discussed include:
- Software design creates representations and models that provide details on architecture, data structures, interfaces, and components needed to implement the system.
- Design concepts like abstraction, modularity, encapsulation, and information hiding are important to reduce complexity and improve design.
- Different types of design models include data/class design, architectural design, interface design, and component-level design.
- Good software architecture and design lead to systems that are more understandable, maintainable, and of higher quality.
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
This ppt covers the following
A strategic approach to testing
Test strategies for conventional software
Test strategies for object-oriented software
Validation testing
System testing
The art of debugging
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
The document discusses requirements analysis for software engineering projects. It describes requirements analysis as bridging system requirements and software design by providing models of system information, functions, and behavior. The objectives of analysis are identified as identifying customer needs, evaluating feasibility, allocating functions, and establishing schedules and constraints. Common analysis techniques discussed include interviews, use cases, prototyping, and specification documentation.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
This document provides an overview and outline of the key topics that will be covered in Chapter 9, which includes principles for user interface design, the user interface design process, and components of navigation, input, and output design. The chapter will discuss fundamental design principles like layout, content awareness, aesthetics, consistency and minimizing user effort. It will also cover the five-step user interface design process of use scenario development, structure design, standards design, prototyping and evaluation.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The systematic use of proven principles, techniques ,languages and tools for the cost-effective analysis ,documentation and on-going evolution of user needs and the external behavior of a system to satisfy those user needs.
Requirement Elicitation
Facilitated Application Specification Technique(FAST)
Quality Function Deployment
USE-CASES
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document provides an introduction to software engineering and discusses key concepts such as:
1) Software is defined as a set of instructions that provide desired features, functions, and performance when executed and includes programs, data, and documentation.
2) Software engineering applies scientific knowledge and engineering principles to the development of reliable and efficient software within time and budget constraints.
3) The software development life cycle (SDLC) involves analysis, design, implementation, and documentation phases to systematically develop high quality software that meets requirements.
This document provides an overview of a requirements specification (SRS) for a software engineering project. It defines what an SRS is, its purpose, types of requirements it should include, its typical structure, characteristics of a good SRS, and benefits of developing an SRS. The SRS is intended to clearly define the requirements for a software product to guide its design and development.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
The document discusses component-level design which occurs after architectural design. It aims to create a design model from analysis and architectural models. Component-level design can be represented using graphical, tabular, or text-based notations. The key aspects covered include:
- Defining a software component as a modular building block with interfaces and collaboration
- Designing class-based components following principles like open-closed and dependency inversion
- Guidelines for high cohesion and low coupling in components
- Designing conventional components using notations like sequence, if-then-else, and tabular representations
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document discusses different approaches to requirements modeling including scenario-based modeling using use cases and activity diagrams, data modeling using entity-relationship diagrams, and class-based modeling using class-responsibility-collaborator diagrams. Requirements modeling depicts requirements using text and diagrams to help validate requirements from different perspectives and uncover errors, inconsistencies, and omissions. The models focus on what the system needs to do at a high level rather than implementation details.
The document discusses user-centered design (UCD), including its definition, principles, process, and advantages/disadvantages. UCD is defined as a process that involves users throughout a product's lifecycle from planning through post-release assessment. The key principles of UCD outlined are to understand users, design for the total user experience, evaluate designs with users, and continually observe users. The UCD process is iterative and includes requirements gathering, design, evaluation, and assessing competitiveness. Advantages of UCD include products that are easier to use and requiring less redesign, while disadvantages include increased costs and time required.
This ppt covers the following
A strategic approach to testing
Test strategies for conventional software
Test strategies for object-oriented software
Validation testing
System testing
The art of debugging
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
The document discusses requirements analysis for software engineering projects. It describes requirements analysis as bridging system requirements and software design by providing models of system information, functions, and behavior. The objectives of analysis are identified as identifying customer needs, evaluating feasibility, allocating functions, and establishing schedules and constraints. Common analysis techniques discussed include interviews, use cases, prototyping, and specification documentation.
System users often judge a system by its interface rather than its functionality
A poorly designed interface can cause a user to make catastrophic errors
This document provides an overview and outline of the key topics that will be covered in Chapter 9, which includes principles for user interface design, the user interface design process, and components of navigation, input, and output design. The chapter will discuss fundamental design principles like layout, content awareness, aesthetics, consistency and minimizing user effort. It will also cover the five-step user interface design process of use scenario development, structure design, standards design, prototyping and evaluation.
The document discusses user interface design and human-computer interaction. It begins by listing the objectives of understanding concepts like user-centered design, interface guidelines, components, and input/output design. It then defines what a user interface is and discusses the evolution of interfaces. Several sections provide guidelines for effective interface design, including making it transparent, easy to learn/use, enhancing productivity, and allowing for help/error correction. Specific controls that can be included are also described. The document emphasizes the importance of usability testing and obtaining user feedback throughout the design process.
This document provides an overview of the subject of Human-Computer Interaction (HCI). It discusses the historical evolution of HCI from early computers to modern interfaces. It also covers key concepts like interactive system design, usability engineering, and the relationship between HCI and software engineering. The document outlines several topics that are important to HCI like GUI design, prototyping techniques, and research areas in HCI including ubiquitous computing and embedded systems.
The systematic use of proven principles, techniques ,languages and tools for the cost-effective analysis ,documentation and on-going evolution of user needs and the external behavior of a system to satisfy those user needs.
Requirement Elicitation
Facilitated Application Specification Technique(FAST)
Quality Function Deployment
USE-CASES
The document discusses human-computer interaction in the software engineering process. It describes the typical lifecycle of software development, including requirements specification, design, implementation, testing, and maintenance. For interactive systems, a linear waterfall model is not suitable due to the need for extensive user testing and feedback. Usability engineering aims to make usability measurable by specifying requirements. Iterative design and prototyping help overcome incomplete requirements through simulations and prototypes to gather user feedback. Design rationale records the reasons for design decisions to aid communication, reuse of knowledge, and evaluation of tradeoffs.
The document provides an introduction to software engineering and discusses key concepts such as:
1) Software is defined as a set of instructions that provide desired features, functions, and performance when executed and includes programs, data, and documentation.
2) Software engineering applies scientific knowledge and engineering principles to the development of reliable and efficient software within time and budget constraints.
3) The software development life cycle (SDLC) involves analysis, design, implementation, and documentation phases to systematically develop high quality software that meets requirements.
This document provides an overview of a requirements specification (SRS) for a software engineering project. It defines what an SRS is, its purpose, types of requirements it should include, its typical structure, characteristics of a good SRS, and benefits of developing an SRS. The SRS is intended to clearly define the requirements for a software product to guide its design and development.
This document discusses the differences between graphical user interfaces (GUIs) and web interfaces. It covers topics like:
- Characteristics of GUIs like direct manipulation, icons, menus, windows
- Advantages of GUIs like faster learning and problem solving
- Disadvantages of GUIs like greater design complexity
- Differences between GUI and web design regarding devices, user focus, navigation, and visual style
- Characteristics of web interfaces like variable content and unlimited navigation
- Differences between printed pages and web pages in terms of page size, layout, and resolution
The document discusses component-level design which occurs after architectural design. It aims to create a design model from analysis and architectural models. Component-level design can be represented using graphical, tabular, or text-based notations. The key aspects covered include:
- Defining a software component as a modular building block with interfaces and collaboration
- Designing class-based components following principles like open-closed and dependency inversion
- Guidelines for high cohesion and low coupling in components
- Designing conventional components using notations like sequence, if-then-else, and tabular representations
This document provides an overview of design patterns including their definition, utility, essential elements, and examples. It discusses creational patterns like singleton, factory, and builder. Structural patterns covered include adapter, proxy, and composite. Behavioral patterns like command and iterator are also introduced. The document is presented as a slideshow by Dr. Lilia Sfaxi on design patterns for software engineering.
User Interface Design- Module 2 Uid ProcessbrindaN
User Interface Design- Module 2 Uid Process
Subject Code:15CS832 USER INTERFACE DESIGN
VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
This document discusses different approaches to requirements modeling including scenario-based modeling using use cases and activity diagrams, data modeling using entity-relationship diagrams, and class-based modeling using class-responsibility-collaborator diagrams. Requirements modeling depicts requirements using text and diagrams to help validate requirements from different perspectives and uncover errors, inconsistencies, and omissions. The models focus on what the system needs to do at a high level rather than implementation details.
The document discusses key principles of user interface design including carefully analyzing the user and tasks, allowing user control through direct and reversible interactions, reducing memory load by establishing defaults and meaningful layouts, ensuring consistency, and employing prototyping and evaluation cycles to iteratively improve the design.
The document discusses various topics related to human-computer interaction (HCI), including usability paradigms, object-action interfaces, principles and guidelines. It describes key concepts like usability and its components (learnability, efficiency, etc.). It also covers the history of HCI through different paradigm shifts from time-sharing to ubiquitous computing. Theories, models, principles and guidelines for designing usable interactive systems are explained at different levels from conceptual to practical. The object-action interface model and its application in design is discussed in detail.
The document discusses several topics related to human-computer interaction and user interface design:
1) It describes different models of how users, programmers, and designers conceptualize software and user interfaces. Key models discussed include the user's mental model, programmer's model, and designer's model.
2) It discusses the importance of understanding users, their tasks, experiences, and expectations when designing interfaces. Techniques like metaphors and analogies can help bridge the gap between a user's mental model and an unfamiliar software system.
3) Usability, learnability, and providing a quality user experience are important design goals. Both subjective and objective metrics are needed to evaluate interfaces. The document provides an overview of many factors
The document outlines golden rules for interface design including placing the user in control, avoiding unnecessary actions, streamlining and customizing the interface, hiding technical details, reducing memory load on the user, using meaningful defaults, intuitive shortcuts, real world metaphors, consistency, and managing changes to user expectations.
The document discusses component-based software engineering and defines a software component. A component is a modular building block defined by interfaces that can be independently deployed. Components are standardized, independent, composable, deployable, and documented. They communicate through interfaces and are designed to achieve reusability. The document outlines characteristics of components and discusses different views of components, including object-oriented, conventional, and process-related views. It also covers topics like component-level design principles, packaging, cohesion, and coupling.
User Interface Analysis and Design focuses on anticipating what users need to do. The goal is to translate how a machine works into how a person thinks through concepts from interaction design, visual design, and information architecture. UI design is an iterative process that involves user and task analysis, interface design with prototypes, and evaluation to refine the design based on usability testing. Key aspects of UI design include following principles like minimizing memory load, allowing undo and recovery from errors, and providing guidance for user diversity.
Lecture 7 Software Engineering and Design User Interface Design op205
3F6 Software Engineering and Design, February 2012, lecture slides 7, User Interface Design, Dr Elena Punskaya, Cambridge University Engineering Department
Architecture design in software engineeringPreeti Mishra
The document discusses software architectural design. It defines architecture as the structure of a system's components, their relationships, and properties. An architectural design model is transferable across different systems. The architecture enables analysis of design requirements and consideration of alternatives early in development. It represents the system in an intellectually graspable way. Common architectural styles structure systems and their components in different ways, such as data-centered, data flow, and call-and-return styles.
The document provides an overview of design process and factors that affect user experience in interface design. It discusses various principles and heuristics to support usability, including learnability, flexibility, and robustness. The document outlines principles that affect these factors, such as predictability, consistency and dialog initiative. It also discusses guidelines for improving usability through user testing and iterative design. The document emphasizes the importance of usability and provides several heuristics and guidelines to measure and improve usability in interface design.
Chapter 02 - Program and Grapahical User Interfacepatf719
Study major elements of the Visual Studio Integrated Development Environment (IDE) while designing a GUI mock-up. Topics include opening up Visual Studio, creating a Windows Form application project, addin objects to Windows form, assigning property values to objects, aligning objects on the Windows form, and saving a VB project. Discussion of how to apply GUI design principles and examine the first two phases of the program development life cycle (PDLC).
The document discusses various aspects of user interface design including definitions, task-oriented design process, task and user analysis, prototyping, inspection and testing methods, performance measurement, and managing the UI design process. It provides guidelines for designing interfaces that are intuitive and optimized for user tasks. Evaluation approaches include cognitive walkthroughs, heuristic evaluation, and action analysis methods like GOMS to analyze task flows and identify optimizations.
This document discusses key concepts in software design engineering including analysis models, design models, the programmer's approach versus best practices, purposes of design, quality guidelines, design principles, fundamental concepts like abstraction and architecture, and specific design concepts like patterns, modularity, and information hiding. It emphasizes that design is important for translating requirements into a quality software solution before implementation begins.
Object oriented concepts can be summarized in 3 sentences:
Objects have state, behavior, and identity. State represents the properties and values of an object, behavior is defined by the operations or methods that can be performed on an object, and identity uniquely distinguishes one object from all others. Key concepts in object orientation include abstraction, encapsulation, modularity, hierarchy, polymorphism, and life span of objects. These concepts help organize programs through the definition and use of classes and objects.
Object modeling involves identifying important objects (classes) within a system and defining their attributes, operations, and relationships. During object modeling, classes are identified based on system requirements and domain concepts. Key activities include class identification, defining class attributes and methods, and determining associations between classes. Object modeling results in a visual representation of classes and their relationships in class and other diagrams.
User interface design(sommerville) bangalore universityJaisha Shankar
The document discusses user interface design. It covers principles of UI design like user familiarity, consistency, and recoverability. It also discusses interaction styles, information presentation, prototyping, and evaluation. The goals of UI design are to understand design principles, know when to use graphical vs textual presentation, understand the UI design process, and learn about usability attributes and evaluation approaches.
The document discusses user interface design. It outlines some typical design errors like lack of consistency and provides golden rules for interface design such as placing the user in control, reducing the user's memory load, and making the interface consistent. It also discusses user interface design models, analysis, and the design process which involves understanding users, tasks, content, and the environment to develop the interface.
6 rules of design. It focus on design principles which should be used by new designers or UX novices. The ppt is designed to keep audience engaged during presentation and entertain them else they will sleep :)
Xero is an online accounting system founded in 2006 that gives small business owners control over their finances. It provides access to bank transactions, invoices, and reports from anywhere. While Xero offers consistent terminology and handles errors properly, the document notes it could improve by offering more shortcuts for frequent users, ensuring dialog boxes have clear beginnings and endings, and allowing easier reversal of some approved actions like invoices.
User interface refers to the means by which users interact with a system, including physical, perceptual, and conceptual aspects. There are three main types of user interfaces: natural language, question-and-answer, and graphical user interfaces. When designing user interfaces, guidelines include consistency, providing feedback, permitting easy reversal of actions, and reducing memory load. The goal is to create interfaces that match tasks, improve efficiency and productivity, and are usable and learnable.
The document discusses principles of user interface design for software systems. It covers topics like user interaction styles, information presentation, and user support. Some key principles discussed are using familiar terminology for users, consistency across interfaces, minimizing surprises, allowing for error recovery, and providing guidance. Graphical user interfaces are now common and have advantages like being easy to learn and use while allowing multitasking. The design process involves analysis, prototyping, and evaluation with end users.
HCI involves the study of the interactions between humans and computers. It observes how people use computers, analyzes the interactions, and considers the human consequences of interacting with technology. The goal of HCI is to design systems that are safe, useful, effective, efficient, usable, and appealing for users. Some key principles of good HCI design include understanding the user and their tasks, reducing memory load, maintaining consistency, and preventing errors through intuitive interfaces.
Software engineering 18 user interface designVaibhav Khanna
This document discusses user interface design for software systems. It notes that users often judge systems by their interfaces and poor interface design can lead to errors. Most business systems now use graphical user interfaces (GUIs) which are easy to learn and use. The document advocates for user-centered design where users' needs are paramount. It outlines the user interface design process and principles such as consistency, minimizing surprises, and supporting error recovery. Design principles also include making interfaces familiar to users and providing guidance for a diverse user base.
The Golden Rules by Theo Mandel - Software EngineeringAmit Baghel
There are certain universal “Golden Rules” of good user interface design proposed by Mr. Theo Mandel which have been mentioned in "Software Engineering A Practitioner’s Approach" book by Roger S. Pressman and Bruce R.Maxim and also on official website of Mr. Mandel.
Here in this slide, these rules have been presented with real life examples.
UI Design - Lessons Learned, Principles, and Best PracticesSamuel Chow
The document discusses several key principles of user interface design:
1. Usability is critical and is defined by metrics like learnability, efficiency, memorability, visibility, errors, and satisfaction.
2. It is important to understand users and gain insights through methods like observation and empathy mapping.
3. Visibility, affordances, and following principles of human learning and perception can improve learnability, while efficiency can be increased through defaults, autocomplete, and reducing steps.
4. Errors should be prevented through careful design that avoids common slips, lapses, and mistakes, and clear error messages should be provided when errors do occur.
Ten Usability Heuristics by Jakob Nielsen.pptxsharmiladevi941
1) The 10 usability heuristics provide guidelines for interface design including visibility of system status, matching the system design to real world concepts, giving users control and freedom, maintaining consistency, preventing errors, using recognition over recall, providing flexibility and efficiency, having an aesthetic and minimal design, helping users recover from errors, and providing helpful documentation.
2) Some key guidelines within the heuristics are to always inform users of the system status, speak the user's language with familiar concepts, clearly label ways to exit tasks, maintain consistency across interfaces, eliminate error-prone conditions, reduce memory demands on users, allow for customization and shortcuts, remove unnecessary elements, and give constructive error messages.
3) The
Topics include:
Principles of user interface
UI design process
Design principles
Wireframe
Graphic icon, image and colour physiology
User experience and research
User Experience Design - Designing for othersBART RADKA
The document discusses user-centered design (UCD). It describes UCD as a multistage process that allows designers to understand how users will interact with a product from the user's perspective. The key stages of UCD are analysis, design, implementation, and deployment. During analysis, user research such as field studies and usability testing is conducted. In the design stage, prototypes are created and tested. Implementation involves working with development teams. Deployment includes gathering user feedback. The goal of UCD is to create products that meet users' needs and are easy to use.
This document discusses user centered design and design review. It introduces user centered design principles like placing the user in control, reducing the user's memory load, and making the interface consistent. It describes the user centered design process which involves user and task analysis, interface design, construction, and validation through iterative prototyping. It emphasizes the importance of understanding the user and their tasks.
This document provides summaries of several guidelines and methods for human-computer interaction (HCI). It discusses Shneiderman's Eight Golden Rules for designing user interfaces, Norman's seven principles of interaction design, Norman's model of the interaction process, Nielsen's ten usability heuristics, contextual inquiry for understanding user needs, and cognitive walkthrough for evaluating design. The summaries focus on key principles for making interfaces easy to use, learn, and remember through consistency, feedback, affordances, mapping to real world concepts, error prevention, and minimizing memory load.
This document is a submission for Assignment Two of a GUI design and programming course. It includes a table of contents and sections summarizing system requirements, describing the design evolution process including prototypes and user testing, outlining low-level design guidelines, evaluating the design using usability guidelines, and concluding remarks. Instructions are also provided for running the project files stored on an accompanying CD.
This document provides an overview of interaction design rules and usability requirements. It discusses various types of design rules including principles, standards, heuristics and guidelines. Specific principles are outlined to support usability in terms of learnability, flexibility and robustness. Examples of standards and guidelines are also described. Nielsen's 10 heuristics and Shneiderman's 8 golden rules for interface design are summarized. The document emphasizes the importance of user-centered design and involvement through iterative prototyping and evaluation. Key questions for user-centered design are listed regarding identifying stakeholders and understanding user needs.
The user interface design document defines user interface design as how people interact with electronic devices through screens, menus, icons, keyboard shortcuts, gestures, buttons and other input devices. It lists the main usability goals of user interface design as effectiveness, efficiency, safety, utility, learnability and memorability. The document then describes each goal and outlines the main phases of the user interface design process, including user analysis, usability testing and graphic interface design.
This document discusses principles of user interface design for graphical user interfaces, web interfaces, and intranets. It defines key terms like user interface, input, output, and highlights the importance of good design. Benefits of good design include reduced errors, training costs and increased satisfaction. Characteristics of graphical interfaces are discussed like visual presentation, pick and click interaction, and object orientation. The popularity and differences between GUIs, the web, printed pages and intranets are also summarized.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design rules when developing individual interface objects. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
The document discusses designing the view layer in a software application. It describes the view layer as consisting of objects that users interact with and that manage the user interface. The responsibilities of view layer objects include receiving input from user interactions and displaying output. The document outlines a process for designing view layer classes that involves macro-level design to identify interface objects and micro-level design to apply design principles to each object. It provides guidelines for designing different interface elements like forms, dialog boxes, and the main application window.
Similar to Unit 7 performing user interface design (20)
UML (Unified Modeling Language) is a standard modeling language used to document and visualize the design of object-oriented software systems. It was developed in the 1990s to standardize the different object-oriented modeling notations that existed. UML is based on several influential object-oriented analysis and design methodologies. It includes diagrams for modeling a system's structural and behavioral elements, and has continued to evolve with refinements and expanded applicability. Use case diagrams are one type of UML diagram that are used to define system behaviors and goals from the perspective of different user types or external entities known as actors.
UML component diagrams describe software components and their dependencies. A component represents a modular and replaceable unit with well-defined interfaces. Component diagrams show the organization and dependencies between components using interfaces, dependencies, ports, and connectors. They can show both the external view of a component's interfaces as well as its internal structure by nesting other components or classes.
Activity diagrams show the flow and sequence of activities in a system by depicting actions, decisions, and parallel processes through graphical symbols like activities, transitions, decisions, and swimlanes. They are used to model workflows, use cases, and complex methods by defining activities, states, objects, responsibilities, and connections between elements. Guidelines are provided for creating activity diagrams, such as identifying the workflow objective, pre/post-conditions, activities, states, objects, responsibilities, and evaluating for concurrency.
Object diagrams represent a snapshot of a system at a particular moment, showing the concrete instances of classes and their relationships. They capture the static view of a system to show object behaviors and relationships from a practical perspective. Unlike class diagrams which show abstract representations, object diagrams depict real-world objects and their unlimited possible instances. They are used for forward and reverse engineering, modeling object relationships and interactions, and understanding system behavior.
Sequence diagrams show the interactions between objects over time by depicting object lifelines and messages exchanged. They emphasize the time ordering of messages. To create a sequence diagram, identify participating objects and messages, lay out object lifelines across the top, and draw messages between lifelines from top to bottom based on timing. Activation boxes on lifelines indicate when objects are active. Sequence diagrams help document and understand the logical flow of a system.
State chart diagrams define the different states an object can be in during its lifetime, and how it transitions between states in response to events. They are useful for modeling reactive systems by describing the flow of control from one state to another. The key elements are initial and final states, states represented by rectangles, and transitions between states indicated by arrows. State chart diagrams are used to model the dynamic behavior and lifetime of objects in a system and identify the events that trigger state changes.
This document provides an overview of use case diagrams and use cases. It defines what a use case is, including that it captures a user's interaction with a system to achieve a goal. It describes the key components of a use case diagram, including actors, use cases, and relationships between use cases like generalization, inclusion, and extension. An example use case diagram for a money withdrawal from an ATM is presented to illustrate these concepts. Guidelines for documenting use cases with descriptions of flows, exceptions, and other details are also provided.
This document discusses software quality and metrics. It defines software quality as conformance to requirements, standards, and implicit expectations. It outlines ISO 9126 quality factors like functionality, reliability, usability, and maintainability. It describes five views of quality: transcendental, user, manufacturing, product, and value-based. It also discusses types of metrics like product, process, and project metrics. Product metrics measure characteristics like size, complexity, and quality level. The document provides guidelines for developing, collecting, analyzing, and interpreting software metrics.
The document provides an overview of architectural design in software engineering. It defines software architecture as the structure of components, relationships between them, and properties. The key steps in architectural design are creating data design, representing structure, analyzing styles, and elaborating chosen style. It emphasizes software components and their focus. Examples of architectural styles discussed include data flow, call-and-return, data-centered, and virtual machine.
Unit 8 discusses software testing concepts including definitions of testing, who performs testing, test characteristics, levels of testing, and testing approaches. Unit testing focuses on individual program units while integration testing combines units. System testing evaluates a complete integrated system. Testing strategies integrate testing into a planned series of steps from requirements to deployment. Verification ensures correct development while validation confirms the product meets user needs.
This document discusses requirements analysis and design. It covers the types and characteristics of requirements, as well as the tasks involved in requirements engineering including inception, elicitation, elaboration, negotiation, specification, validation, and management. It also discusses problems that commonly occur in requirements practices and solutions through proper requirements engineering. Additionally, it outlines goals and elements of analysis modeling, including flow-oriented, scenario-based, class-based, and behavioral modeling. Finally, it discusses the purpose and tasks of design engineering in translating requirements models into design models.
Design process interaction design basicsPreeti Mishra
This document provides an introduction to interaction design basics and terms. It discusses that interaction design involves creating technology-based interventions to achieve goals within constraints. The design process has several stages and is iterative. Interaction design starts with understanding users through methods like talking to and observing them. Scenarios are rich stories used throughout design to illustrate user interactions. Basic terms in interaction design include goals, constraints, trade-offs, and the design process. Usability and user-centered design are also discussed.
Design process evaluating interactive_designsPreeti Mishra
The document discusses various methods for evaluating interactive systems, including expert analysis methods like heuristic evaluation and cognitive walkthrough, as well as user-based evaluation techniques like observational methods, query techniques, and physiological monitoring. It provides details on the process for each method and considerations for when each may be most appropriate. Evaluation aims to determine a system's usability, identify design issues, compare alternatives, and observe user effects. The criteria discussed include expert analysis, user-based, and model-based approaches.
Foundations understanding users and interactionsPreeti Mishra
This document discusses qualitative user research methods. It explains that qualitative research helps understand user behavior, which is too complex to understand solely through quantitative data. Qualitative research methods include interviews, observation, and persona creation. Personas are fictional user archetypes created from interview data to represent different types of users. They are useful for product design by providing empathy for users and guiding decisions. The document provides details on creating personas and using scenarios to represent how personas would interact with a product.
This document provides an introduction to human-computer interaction (HCI). It defines HCI as a discipline concerned with studying, designing, building, and implementing interactive computing systems for human use, with a focus on usability. The document outlines various perspectives in HCI including sociology, anthropology, ergonomics, psychology, and linguistics. It also defines HCI and lists 8 guidelines for creating good HCI, such as consistency, informative feedback, and reducing memory load. The importance of good interfaces is discussed, noting they can make or break a product's acceptance. Finally, some principles and theories of user-centered design are introduced.
This document discusses the Think Pair Share activity and principles of cohesion and coupling in software design. It provides definitions and examples of different types of coupling (data, stamp, control, etc.) and levels of cohesion (functional, sequential, communicational, etc.). The key goals are to minimize coupling between modules to reduce dependencies, and maximize cohesion so elements within a module are strongly related and focused on a single task. High cohesion and low coupling lead to components that are more independent, flexible, and maintainable.
The document provides an overview of system development methodologies, with a focus on structured analysis and design versus object-oriented analysis and design. It discusses the analysis, design, and implementation phases of an object-oriented systems development life cycle. In the analysis phase, it describes how use case diagrams and class diagrams are used to model object-oriented analysis using the Unified Modeling Language. It also provides guidance on identifying domain classes from problem statements by looking for noun phrases and applying subject matter expertise.
Software testing techniques document discusses various software testing methods like unit testing, integration testing, system testing, white box testing, black box testing, performance testing, stress testing, and scalability testing. It provides definitions and characteristics of each method. Some key points made in the document include that unit testing tests individual classes, integration testing tests class interactions, system testing validates functionality, and performance testing evaluates how the system performs under varying loads.
The document discusses modeling different aspects of software systems using UML diagrams. It covers modeling events using state machines, the four types of events that can be modeled in UML (signals, calls, time, and state change), modeling logical database schemas using class diagrams, modeling source code using artifact diagrams, modeling executable releases using artifact diagrams to show deployment artifacts and relationships, and modeling physical databases by defining tables for classes while considering inheritance relationships.
Sachpazis_Consolidation Settlement Calculation Program-The Python Code and th...Dr.Costas Sachpazis
Consolidation Settlement Calculation Program-The Python Code
By Professor Dr. Costas Sachpazis, Civil Engineer & Geologist
This program calculates the consolidation settlement for a foundation based on soil layer properties and foundation data. It allows users to input multiple soil layers and foundation characteristics to determine the total settlement.
Online train ticket booking system project.pdfKamal Acharya
Rail transport is one of the important modes of transport in India. Now a days we
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system. The Online Train Ticket Management System will help in reserving the
tickets of the railways to travel from a particular source to the destination.
Better Builder Magazine brings together premium product manufactures and leading builders to create better differentiated homes and buildings that use less energy, save water and reduce our impact on the environment. The magazine is published four times a year.
3. Why Should You Care about Interface Design Principles?
• Interface inconsistency can cost a big company millions of dollars in lost
productivity and increased support costs.
• The software becomes more popular if its user interface is:
– Attractive
– Simple to use
– Responsive in short time
– Clear to understand
– Consistent on all interfacing screens
4. Background
• Interface design focuses on the following
– The design of interfaces between software components
– The design of interfaces between the software and other nonhuman
producers and consumers of information
– The design of the interface between a human and the computer
• Graphical user interfaces (GUIs) have helped to eliminate many of
the most horrific interface problems
• However, some are still difficult to learn, hard to use, confusing,
counterintuitive, unforgiving, and frustrating
• User interface analysis and design has to do with the study of
people and how they relate to technology
5. Interface Design Process
• User interface development follows a spiral process
– Interface analysis (user, task, and environment analysis)
• Focuses on the profile of the users who will interact with the system
• Concentrates on users, tasks, content and work environment
• Studies different models of system function (as perceived from the
outside)
• Delineates the human- and computer-oriented tasks that are
required to achieve system function
– Interface design
• Defines a set of interface objects and actions (and their screen
representations) that enable a user to perform all defined tasks in a
manner that meets every usability goal defined for the system
– Interface construction
• Begins with a prototype that enables usage scenarios to be
evaluated
• Continues with development tools to complete the construction
– Interface validation, focuses on
• The ability of the interface to implement every user task correctly, to
accommodate all task variations, and to achieve all general user
requirements
• The degree to which the interface is easy to use and easy to learn
• The users' acceptance of the interface as a useful tool in their work
6. The Golden Rules of
User Interface Design
The three areas of user interface design principles are:
– 1. Place users in control of the interface
– 2. Reduce users’ memory load
– 3. Make the user interface consistent.
7. 1. Place the User in Control
• Define interaction modes in a way that does not force a user into unnecessary or undesired
actions
– The user shall be able to enter and exit a mode with little or no effort (e.g., spell check edit text
spell check)
• Provide for flexible interaction
– The user shall be able to perform the same action via keyboard commands, mouse movement, or voice
recognition
• Allow user interaction to be interruptible and "undo"able
– The user shall be able to easily interrupt a sequence of actions to do something else (without losing the
work that has been done so far)
– The user shall be able to "undo" any action
8. Place the User in Control (continued)
• Streamline interaction as skill levels advance and
allow the interaction to be customized
– The user shall be able to use a macro mechanism to
perform a sequence of repeated interactions and to
customize the interface
• Hide technical internals from the casual user
– The user shall not be required to directly use operating
system, file management, networking. etc., commands
to perform any actions. Instead, these operations shall
be hidden from the user and performed "behind the
scenes" in the form of a real-world abstraction
• Design for direct interaction with objects that appear
on the screen
– The user shall be able to manipulate objects on the
screen in a manner similar to what would occur if the
object were a physical thing (e.g., stretch a rectangle,
press a button, move a slider)
9. 2. Reduce the User's
Memory Load
• Reduce demand on short-term memory
– The interface shall reduce the user's requirement
to remember past actions and results by
providing visual cues of such actions
• Establish meaningful defaults
– The system shall provide the user with default
values that make sense to the average user but
allow the user to change these defaults
– The user shall be able to easily reset any value
to its original default value
• Define shortcuts that are intuitive
– The user shall be provided mnemonics (i.e.,
control or alt combinations) that tie easily to the
action in a way that is easy to remember such as
the first letter
10. Reduce the User's Memory Load
(continued)
• The visual layout of the interface should be
based on a real world metaphor
– The screen layout of the user interface shall
contain well-understood visual cues that the user
can relate to real-world actions
• Disclose information in a progressive fashion
– When interacting with a task, an object or some
behavior, the interface shall be organized
hierarchically by moving the user progressively in
a step-wise fashion from an abstract concept to a
concrete action (e.g., text format options format
dialog box)
The more a user has to remember, the more
error-prone interaction with the system will be
11. 3.Make the Interface Consistent
• The interface should present and acquire information in a consistent fashion
– All visual information shall be organized according to a design standard that is maintained throughout all
screen displays
– Input mechanisms shall be constrained to a limited set that is used consistently throughout the application
– Mechanisms for navigating from task to task shall be consistently defined and implemented
• Allow the user to put the current task into a meaningful context
– The interface shall provide indicators (e.g., window titles, consistent color coding) that enable the user to
know the context of the work at hand
– The user shall be able to determine where he has come from and what alternatives exist for a transition to a
new task
12. 3.Make the Interface Consistent (continued)
• Maintain consistency across a family of applications
– A set of applications performing complimentary
functionality shall all implement the same design rules
so that consistency is maintained for all interaction
• If past interactive models have created user
expectations, do not make changes unless there is a
compelling reason to do so
– Once a particular interactive sequence has become a
de facto standard (e.g., alt-S to save a file), the
application shall continue this expectation in every part
of its funtionality
13. Summary: Golden Rules
•Place User in Control
•Define interaction in such a way that the user is not forced into performing unnecessary or undesired
actions
•Provide for flexible interaction (users have varying preferences)
•Allow user interaction to be interruptible and reversible
•Streamline interaction as skill level increases and allow customization of interaction
•Hide technical internals from the casual user
•Design for direct interaction with objects that appear on the screen
•Reduce User Cognitive (Memory) Load
•Reduce demands on user's short-term memory
•Establish meaningful defaults
•Define intuitive short-cuts
•Visual layout of user interface should be based on a familiar real world metaphor
•Disclose information in a progressive fashion
•Make Interface Consistent
•Allow user to put the current task into a meaningful context
•Maintain consistency across a family of applications
•If past interaction models have created user expectations, do not make changes unless there is a
good reason to do so
15. Concepts of Good/Bad Design
•Affordances
Perceived properties of an artifact that determines how it can be used (e.g knobs/buttons/slots)
•Constraints
Physical, semantic, cultural, and logical factors that encourage proper actions
•Conceptual Models
Mental model of system which allows users to:
- understand the system
- predict the effects of actions
- interpret results
•Mappings
Describe relationship between controls and their effects on system
•Visibility
The system shows you the conceptual model by showing its state and actions that can be taken
•Feedback
Information about effects of user's actions
16. Introduction
• Four different models come into play when a user interface is analyzed and designed
– User profile model – Established by a human engineer or software engineer
– Design model – Created by a software engineer
– Implementation model – Created by the software implementers
– User's mental model – Developed by the user when interacting with the application
• The role of the interface designer is to reconcile these differences and derive a
consistent representation of the interface
17. 1. User Profile Model
• Establishes the profile of the end-users of the system
– Based on age, gender, physical abilities, education, cultural or ethnic background, motivation, goals, and
personality
• Considers syntactic knowledge of the user
– The mechanics of interaction that are required to use the interface effectively
• Considers semantic knowledge of the user
– The underlying sense of the application; an understanding of the functions that are performed, the meaning of
input and output, and the objectives of the system
• Categorizes users as
– Novices
• No syntactic knowledge of the system, little semantic knowledge of the application, only general computer usage
– Knowledgeable, intermittent users
• Reasonable semantic knowledge of the system, low recall of syntactic information to use the interface
– Knowledgeable, frequent users
• Good semantic and syntactic knowledge (i.e., power user), look for shortcuts and abbreviated modes of operation
18. Norman's Seven Stages of Action that explain
how people do things:
1. Form a goal
2. Form the intention
3. Specify an action
4. Execute the action
5. Perceive the state of the world
6. Interpret the state of the world
7. Evaluate the outcome
19. 2. Design Model
• Derived from the analysis model of the requirements
• Incorporates data, architectural, interface, and procedural representations of the software
• Constrained by information in the requirements specification that helps define the user of the system
• Normally is incidental to other parts of the design model
– But in many cases it is as important as the other parts
Task
Agent
Status
Display
Box
Dialog
Box
File
Transfer
Agent
20. 3.Implementation Model
• Consists of the look and feel of the interface combined with all supporting information (books,
videos, help files) that describe system syntax and semantics
• Strives to agree with the user's mental model; users then feel comfortable with the software and
use it effectively
• Serves as a translation of the design model by providing a realization of the information
contained in the user profile model and the user’s mental model
21. 4.User's Mental Model
• Often called the user's system perception
• Consists of the image of the system that users carry in their heads
• Accuracy of the description depends upon the user’s profile and overall familiarity with the software
in the application domain
24. Concepts of Good/Bad Design
•Affordances
Perceived properties of an artifact that determines how it can be used (e.g knobs/buttons/slots)
•Constraints
Physical, semantic, cultural, and logical factors that encourage proper actions
•Conceptual Models
Mental model of system which allows users to:
- understand the system
- predict the effects of actions
- interpret results
•Mappings
Describe relationship between controls and their effects on system
•Visibility
The system shows you the conceptual model by showing its state and actions that can be taken
•Feedback
Information about effects of user's actions
26. Elements of the User Interface
• To perform user interface analysis, the practitioner needs to study and understand four elements
– The users who will interact with the system through the interface
– The tasks that end users must perform to do their work
– The content that is presented as part of the interface
– The work environment in which these tasks will be conducted
27. 1.User Analysis
• The analyst strives to get the end user's mental
model and the design model to converge by
understanding
– The users themselves
– How these people use the system
• Information can be obtained from
– User interviews with the end users
– Sales input from the sales people who interact
with customers and users on a regular basis
– Marketing input based on a market analysis to
understand how different population segments
might use the software
– Support input from the support staff who are
aware of what works and what doesn't, what
users like and dislike, what features generate
questions, and what features are easy to use
• A set of questions should be answered during
user analysis
Idea Generation
•observation
•listening
•brainstorming
•metaphor
•sketching
•scenario creations
•free association
•mediation
•juxtaposition
•searching for patterns
•"lateral thinking"
28. User Analysis Questions
1) Are the users trained professionals, technicians, clerical or manufacturing
workers?
2) What level of formal education does the average user have?
3) Are the users capable of learning on their own from written materials or
have they expressed a desire for classroom training?
4) Are the users expert typists or are they keyboard phobic?
5) What is the age range of the user community?
6) Will the users be represented predominately by one gender?
7) How are users compensated for the work they perform or are they
volunteers?
8) Do users work normal office hours, or do they work whenever the job is
required?
9) Is the software to be an integral part of the work users do, or will it be
used only occasionally?
10) What is the primary spoken language among users?
11) What are the consequences if a user makes a mistake using the system?
12) Are users experts in the subject matter that is addressed by the system?
13) Do users want to know about the technology that sits behind the
interface?
29. 2. Task Analysis and Modeling
• Task analysis strives to know and understand
– The work the user performs in specific circumstances
– The tasks and subtasks that will be performed as the user does the work
– The specific problem domain objects that the user manipulates as work is performed
– The sequence of work tasks (i.e., the workflow)
– The hierarchy of tasks
• Use cases
– Show how an end user performs some specific work-related task
– Enable the software engineer to extract tasks, objects, and overall workflow of the interaction
– Helps the software engineer to identify additional helpful features
30. 3.Content Analysis
• The display content may range from character-based reports, to graphical displays, to multimedia
information
• Display content may be
– Generated by components in other parts of the application
– Acquired from data stored in a database that is accessible from the application
– Transmitted from systems external to the application in question
• The format and aesthetics of the content (as it is displayed by the interface) needs to be considered
• A set of questions should be answered during content analysis
1) Are various types of data assigned to consistent locations on the screen (e.g., photos always in upper right corner)?
2) Are users able to customize the screen location for content?
3) Is proper on-screen identification assigned to all content?
4) Can large reports be partitioned for ease of understanding?
5) Are mechanisms available for moving directly to summary information for large collections of data?
6) Is graphical output scaled to fit within the bounds of the display device that is used?
7) How is color used to enhance understanding?
8) How are error messages and warnings presented in order to make them quick and easy to see and understand?
31. 4.Work Environment Analysis
• Software products need to be designed to fit into the work environment, otherwise they may be
difficult or frustrating to use
• Factors to consider include
– Type of lighting
– Display size and height
– Keyboard size, height and ease of use
– Mouse type and ease of use
– Surrounding noise
– Space limitations for computer and/or user
– Weather or other atmospheric conditions
– Temperature or pressure restrictions
– Time restrictions (when, how fast, and for how long)
33. Introduction
• User interface design is an iterative process, where each iteration elaborate and refines the
information developed in the preceding step
• General steps for user interface design
1) Using information developed during user interface analysis, define user interface objects and actions
(operations)
2) Define events (user actions) that will cause the state of the user interface to change; model this
behavior
3) Depict each interface state as it will actually look to the end user
4) Indicate how the user interprets the state of the system from information provided through the interface
• During all of these steps, the designer must
– Always follow the three golden rules of user interfaces
– Model how the interface will be implemented
– Consider the computing environment (e.g., display technology, operating system, development tools)
that will be used
34. 1.Interface Objects and Actions
• Interface objects and actions are obtained from a grammatical parse of the use cases and the
software problem statement
• Interface objects are categorized into types: source, target, and application
– A source object is dragged and dropped into a target object such as to create a hardcopy of a report
– An application object represents application-specific data that are not directly manipulated as part of
screen interaction such as a list
• After identifying objects and their actions, an interface designer performs screen layout which
involves
– Graphical design and placement of icons
– Definition of descriptive screen text
– Specification and titling for windows
– Definition of major and minor menu items
– Specification of a real-world metaphor to follow
35. Design Issues to Consider
• Four common design issues usually surface in any user interface
– System response time (both length and variability)
– User help facilities
• When is it available, how is it accessed, how is it represented to the user, how is it structured, what happens when
help is exited
– Error information handling
– How meaningful to the user, how descriptive of the problem
– Menu and command labeling (more on upcoming slide)
• Consistent, easy to learn, accessibility, internationalization
• Many software engineers do not address these issues until late in the design or construction process
– This results in unnecessary iteration, project delays, and customer frustration
36. Guidelines for Error Messages
• The message should describe the problem in plain language that a typical user can understand
• The message should provide constructive advice for recovering from the error
• The message should indicate any negative consequences of the error (e.g., potentially corrupted
data files) so that the user can check to ensure that they have not occurred (or correct them if they
have)
• The message should be accompanied by an audible or visual cue such as a beep, momentary
flashing, or a special error color
• The message should be non-judgmental
– The message should never place blame on the user
An effective error message
philosophy can do much to improve
the quality of an interactive system
and will significantly reduce user
frustration when problems do occur
37. Questions for Menu Labeling and Typed Commands
• Will every menu option have a corresponding command?
• What form will a command take? A control sequence? A function key? A typed word?
• How difficult will it be to learn and remember the commands?
• What can be done if a command is forgotten?
• Can commands be customized or abbreviated by the user?
• Are menu labels self-explanatory within the context of the interface?
• Are submenus consistent with the function implied by a master menu item?
39. Design and Prototype Evaluation
• Before prototyping occurs, a number of
evaluation criteria can be applied during
design reviews to the design model itself
– The amount of learning required by the users
• Derived from the length and complexity of the
written specification and its interfaces
– The interaction time and overall efficiency
• Derived from the number of user tasks specified
and the average number of actions per task
– The memory load on users
• Derived from the number of actions, tasks, and
system states
– The complexity of the interface and the degree
to which it will be accepted by the user
• Derived from the interface style, help facilities,
and error handling procedures
40. Design and Prototype Evaluation
(continued)
• Prototype evaluation can range from
an informal test drive to a formally
designed study using statistical
methods and questionnaires
• The prototype evaluation cycle
consists of prototype creation followed
by user evaluation and back to
prototype modification until all user
issues are resolved
• The prototype is evaluated for
– Satisfaction of user requirements
– Conformance to the three golden rules
of user interface design
– Reconciliation of the four models of a
user interface
41. Summary: Interface Creation
•1. User, task, and environment analysis and modeling
•o Where will the interface be located physically?
•o Will the user be sitting, standing, or performing other tasks unrelated to the interface?
•o Does the interface hardware accommodate space, light, or noise constraints?
•o Are there special human factors considerations driven by environmental factors?
•2. Interface design
•o define a set of interface objects and actions (and their screen representations) that enable a
user to perform all defined tasks in a manner that meets every usability goal defined for the system
•3. Interface construction
•4. Interface Evaluation
•o the ability of the interface to implement every user task correctly, to accommodate all task
variations, and to achieve all general user requirements
•o the degree to which the interface is easy to use and easy to learn
•o the users' acceptance of the interface as a useful tool in their work
42. End of Unit 7
FAQs on Interface Design
• Define (in context of Interface design): User interface, models,
design, evaluation, prototype
• Describe process of UI Design
• Golden Rules of Design
• Process of : analysis, design, evaluation
• Ways to know users
• Need of effective UI design
• Justification and examples of golden rules
• And similar kinds…