Visual communication for user interfaces Johan Åberg Institutionen för datavetenskap

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Visual communication
for user interfaces
Johan Åberg
Institutionen för datavetenskap
Linköpings universitet
Principles for user interfaces
• Purpose
•
Explain user interface principles in terms of
cognitive psychology
• Problem
•
2
Principles may be contradictory. Prioritization
must be done. Knowledge of what is behind the
principles is needed.
Examples of principles
• Simple and natural dialogue
• Speak the user’s language
• Minimize the user’s memory load
• Be consistent
• Give feedback
• Offer clearly marked exits
• Offer short cuts
• Good error messages
• Prevent errors
3
Affordance
• Experienced and actual properties of an
object that decides what can be done with it.
4
5
Buttons on the screen seem to
invite push actions, but not
drag or edit
6
Affordances are sequenced
7
Also in GUI:s
8
Most obvious invite to scroll?
9
Mental models
• Users’ perceptions of the domain and the
systems they use.
• How does it work in their world?
10
Mental models in design
Norman (1988)
11
Metaphors
• To understand a domain through an analogy
to another domain is a way of structuring a
conceptual model
12
It shall work as:
(Marcus, 1995)
• A desk
•
Drawers, files, folders, papers, paper clips,
stick-on notes
• A document
•
Books, chapters, bookmarks, images,
magazines, paragraphs, …
• TV
•
13
Programs, channels, commercials, program
guide
Direct manipulation
http://msdn.microsoft.com/en-us/library/windows/apps/hh465315.aspx
Physical actions that give a direct effect on the objects
manipulated.
14
Not direct manipulation
http://msdn.microsoft.com/en-us/library/windows/apps/hh465315.aspx
15
Feedback
Copy
Moving 1,234 Files to "Keynotopia"
36.6 MB of 126.9 MB - About 10 seconds
16
Feedforward
• Knowing what will happen before an action is
taken.
•
17
http://www.transformatordesign.se/case/attention-2/
Attention and the magic
number 7±2
If the context steal focus, you lose
what’s in the working memory
18
18
19
20
21
Therefore…
• Help people remember what they are doing
and the status of the object(s) they are
working with
• Modes are both powerful and risky
• Remembering instructions with many steps is
hard. Make sure the user can see them while
carrying out the steps.
22
23
Fitts’s law
The time it takes to move to an object depends
on the distance and the size of the object
24
Hick’s law
The time to chose increases (logarithmically)
with the number of options.
Remove the unecessary.
People categorize their options (if possible),
which lowers the time to chose.
If something pops out they chose that: primary
content first rather than navigation first.
25
http://uxdesign.smashingmagazine.com/2012/02/23/redefining-hicks-law/
26
http://uxdesign.smashingmagazine.com/2012/02/23/redefining-hicks-law/
27
28
29
30
31
32
33
34
35
The Poka-Yoke principle
http://pbmo.wordpress.com/2012/09/08/poka-yoke/
Error handling by preventing errors or making it
easy to discover errors
36
IKEA and poka-yoke
37
80/20-rule
(The Pareto Principle)
A large rate of users will use only a small part of
the functionality
Use user studies to find out which functions will
be used most
Place them so that they are easily accessible
38
(av 5)
förra
39
nästa
(av 5)
förra
40
nästa
(av 5)
förra
41
nästa
(av 5)
nästa
42
förra
Our expectations depend on
the context
43
44
45
46
Our expectations depend on
our goals
47
Harry Brignull
http://www.slideshare.net/harrybr/what-you-need-to-know-about-eye-tracking-new-uxlx-version
48
Task 1
Count the columns
Task 2
Count the persons
Harry Brignull
http://www.slideshare.net/harrybr/what-you-need-to-know-about-eye-tracking-new-uxlx-version
49
Design consequences
• Avoid ambiguity
•
Do all users interpret the screen in the same
way?
• Be consistent
•
Consistent design throughout the system
makes it easy for the users to discover and
recognize objects.
• Understand the goals of the users
•
What are they after? As a whole and in every
step of the interaction? Make the post important
stand out.
50
Our visual perception seeks
structure
• Our seeing is holistic and we see whole
forms, figures and objects rather than
individual lines, edges and surfaces
51
Gestalt principle: Proximity
Things that are close belong together
52
Gestalt principle: Similarity
Things that look similar appear grouped
53
Gestalt principle: Similarity
Things that look similar appear grouped
54
Gestalt principle: Continuity
55
Gestalt principle: Closure
Parts of a form make a whole
56
57
Gestalt principle: figure/ground
Lightbox example
58
We seek and use a visual
structure
59
Jerky eye movement
60
Smooth eye movement
61
Our peripheral vision is bad
• Problematic when changes on the screen
occurs outside the current focus of attention
•
E.g. error messages that occur on other parts
of the screen
• Movement in the periphery works for getting
attention
62
63
63
Increase an object’s
visibility by
• Placing it where people look
• Move it away from other objects
• Move away objects that are close
• Add visual emphasis
• Reduce the visual emphasis of surrounding
objects
64
Get attention in a brusque
way by (use sparingly)
• Putting up a modal dialogue
• Play a sound that starts a visual scan
• Blink and shake: movement is noticed even in
the periphery and automatically attracts
attention
• Banner blindness!
65
Our memory is not perfect
66
We use tools to help us
• Bookmarks
• We make stacks when we count
• We use pen and paper to make calculations
• We make categories to follow up on the
status of objects (e.g. email folders)
67
Information scent
• The attention is focused on the goal
• Instructions are not in focus, there is not
enough attention space for that
• Things that are not related to ones goal are
not noticed
• One follows the information scent towards the
goal and develop e.g. banner blindness
• When the goal is perceived as completed all
actions are terminated and one forgets to
clean up
68
Recognition is easy,
recall is hard
69
Icons must be easily
recognizable
70
Recognizing where you are
71
VISUAL ATTRACTIVENESS
Visual attractiveness
• Exercise
•
A number of web pages will now be shown. Your task is to rate
them according to their visual attractiveness, on a scale from 1 to 5
(5 being the highest).
•
Note: All web pages have exactly the same content, it’s just the
visual aspect that differs.
•
First, some warm up
Exercise
• Now we do it for real!
• For each web page, note its visual attractivenss.
Continuation
• You will now see the same web pages, but for a longer time
period, and in a different order.
• Rate the web pages according to their visual atrtactiveness in
the order that they are shown.
Go through the results again
and compare them
• 1–4
• 2–5
• 3–3
• 4–1
• 5–2
• What do the results say?
Interaction is based on time
110
•
•
The shortest pause we can
hear
•
•
• Maximum pause in dialogue
that does not appear as silence
The shortest stimuli we can see
•
•
0,08 sec
Consciously react to visual
input
•
111
0,05 sec
The shortest automatic reflex
•
•
0,005 sec
Determining the attractiveness
of visual stimuli
•
•
0,001 sec
0,7 sec
Becoming aware of what we see
•
•
0,1 sec
0,5-2 sec
• Having full attention on one
thing
•
10 sec
• Making critical decision in an
emergency
•
100 sec
Responsive systems
• Ackowledges input directly
• Says how long time things will take
• Allows you to do other things while you wait
• Handles events in a queue, in a smart way
• Cleans up and makes low priority things in
the background
• Predicts your most common actions
112
Design implications based on
time aspects
• There are a number of deadlines that an
interactive system must meet…
• Perceived responsivity can be absolutely
critical for certain applications
•
Very slow web pages are quickly perceived as
useless
• The importance of any-time algorithms
113
So, what is the foundation for
user interface principles?
• Expectations
• Gestalt laws
• Visual structure
• Attention
• Memory
• Action sequences
• Time
114
www.liu.se
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