User interface design Designing effective interfaces for software systems 

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User interface design

Designing effective interfaces for software systems

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 1

The user interface

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

Poor user interface design is the reason why so many software systems are never used

Software engineers generally must do interface design

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 4

Importance of User Interface

“Most important part of any computer system”

• “Interface is the system for most users”

Increasingly important

• GUIs a big improvement over previous approaches

• Platforms (e.g. Mac/ Microsoft) have style guides

• 50% of code devoted to interface

Interface should “disappear” – users can focus on their task , not the interface

Biggest enemy of good interface design is time

Software Engineering, 6th edition. Chapter 15

Galitz

Slide 5 ©Ian Sommerville 2000

Benefits of Good Design

Small improvements can be worth big $$$

• Book e.g. if users work 1 sec slower on each of 4.8 million screens per year, need almost an extra person

• Book e.g.s Redesigns have improved productivity 20%, 25%, 40%, 50% …

• IBM - $1 invested in usability returns $10-$100

Interface problems are treated as bugs

• Pressman - $1 fix during design, $10 fix during development, $100 fix after release

Big Improvements can establish new products, companies, markets …

• the browser was a UI idea – before it, search using gopher etc was tedious.

• AOL was successful because it was more user friendly than early leader CompuServe.

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Galitz

Slide 6

Graphical user interfaces

Most users of business systems interact with these systems through graphical interfaces although, in some cases, legacy text-based interfaces are still used

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 7

GUI characteristics

•Windows

•Icons

•Menus

•Pointing

•Graphics

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 8

GUI advantages

They are easy to learn and use.

The user may switch quickly from one task to another and can interact with several different applications.

Fast, full-screen interaction is possible with immediate access to anywhere on the screen

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 9

User-centred design

The aim of this chapter is to sensitise software engineers to key issues underlying the design rather than the implementation of user interfaces

User-centred design is an approach to UI design where the needs of the user are paramount and where the user is involved in the design process

UI design always involves the development of prototype interfaces

Slide 10 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

User interface design process

Analyse and understand user activities

Produce paperbased design prototype

Evaluate design with end-users

Design prototype

Produce dynamic design prototype

Executable prototype

Evaluate design with end-users

Implement final user interface

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 11

15.1 UI design principles

UI design must take account of the needs, experience and capabilities of the system users

Designers should be aware of people’s physical and mental limitations (e.g. limited short-term memory) and should recognise that people make mistakes

UI design principles underlie interface designs although not all principles are applicable to all designs

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 12

User interface design principles

Principle Description

User Familiarity Interface should use terms familiar to users

Consistency Comparable operations should be started the same way

Minimal Surprise Users should never be surprised

Recoverability

User Guidance

User Diversity

Users should be able to recover from their errors

Meaningful feedback, context-sensitive help

Should provide for different types of user

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 13

Nielsen’s Ten Usability Heuristics

Visibility of system status

Match between system and the real world

User control and freedom

Consistency and standards

Error prevention

Recognition rather than recall

Flexibility and efficiency of use

Aesthetic and minimalist design

Help users recognize, diagnose, and recover from errors

Help and documentation Nielsen

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 16

7.

8.

3.

4.

1.

2.

5.

6.

9.

10.

Galitz’s Heuristics (Table 14.2)

Automate unwanted workload

Reduce uncertainty

Fuse data

Present new info with meaningful aid to interpretation

Use names that are conceptually related to functions

Group data in consistently meaningful ways to reduce search time

Limit data-driven tasks

Include in displays only info needed by user at a given time

Provide multiple coding of data where appropriate

Practice judicious redundancy

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

6.

7.

8.

4.

5.

9.

1.

2.

3.

Galitz’s WWW Heuristics

Speak the user’s language

Be consistent

Minimize the user’s memory load

Build flexible and efficient systems

Design aesthetic and minimalist systems

Use chunking

Provide progressive levels of detail

Give navigational feedback

Don’t lie to the user

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Galitz

Slide 18

15.2 User-system interaction

Two problems must be addressed in interactive systems design

• How should information from the user be provided to the computer system?

• How should information from the computer system be presented to the user?

User interaction and information presentation may be integrated through a coherent framework such as a user interface metaphor

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 19

Interaction styles

Direct manipulation

Menu selection

Form fill-in

Command language

Natural language

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 20

Direct manipulation advantages

Users feel in control of the computer and are less likely to be intimidated by it

Fast and intuitive interaction

User learning time is relatively short

Users get immediate feedback on their actions so mistakes can be quickly detected and corrected

Slide 21 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Direct manipulation problems

The creation of an appropriate information space model (metaphor) for real world tasks and objects can be very difficult

Given that users have a large information space, what facilities for navigating around that space should be provided?

Direct manipulation interfaces can be complex to program and make heavy demands on the computer system

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 22

Direct Manipulation Applications

Games

CAD systems

Files and Folders

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 23

Menu systems

Users make a selection from a list of possibilities presented to them by the system

The selection may be made by pointing and clicking with a mouse, using cursor keys or by typing the name of the selection

May make use of simple-to-use terminals such as touchscreens

Slide 25 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Advantages of menu systems

Users need not remember command names as they are always presented with a list of valid commands

Typing effort is minimal

User errors are trapped by the interface

Context-dependent help can be provided. The user’s context is indicated by the current menu selection

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 26

Problems with menu systems

Actions which involve logical conjunction (and) or disjunction (or) are awkward to represent

Menu systems are best suited to presenting a small number of choices. If there are many choices, some menu structuring facility must be used

Experienced users find menus slower than command language

Slide 27 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Menu System Applications

Most general purpose systems

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 28

Form-based interface

Title

NE W BOOK

ISBN

Author

Publisher

Edition

Classification

Date of purchase

Price

Publication date

Number of copies

Loan status

Order status

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 29

Forms-based Systems Advantages

Simple data entry

Easy to learn

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 30

Forms-based Systems Disadvantages

Takes up a lot of screen space

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 31

Forms-based Systems Applications

Most systems involving significant data entry

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 32

Command interfaces

User types commands to give instructions to the system e.g. UNIX, DOS

Advantages:

• Powerful and flexible – good for experts

• Easy to process using compiler techniques

• Commands of arbitrary complexity can be created by command combination

• Concise interfaces requiring minimal typing can be created

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 33

Problems with command interfaces

Users have to learn and remember a command language. Command interfaces are therefore unsuitable for occasional users

Users make errors in command. An error detection and recovery system is required

System interaction is through a keyboard so typing ability is required

Slide 34 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Command languages

Often preferred by experienced users because they allow for faster interaction with the system

Not suitable for casual or inexperienced users

May be provided as an alternative to menu commands (keyboard shortcuts). In some cases, a command language interface and a menu-based interface are supported at the same time

Slide 35 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Natural language interfaces

The user types a command in a natural language.

Generally, the vocabulary is limited and these systems are confined to specific application domains (e.g. timetable enquiries)

NL processing technology is now good enough to make these interfaces effective for casual users but experienced users find that they require too much typing

Slide 36 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

15.3 Information presentation

Information presentation is concerned with presenting system information to system users

The information may be presented directly (e.g. text in a word processor) or may be transformed in some way for presentation (e.g. in some graphical form)

The Model-View-Controller approach is a way of supporting multiple presentations of data

Slide 38 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Information presentation

Information to be displayed

Presentation software

Display

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 39

Information presentation

Static information

• Initialised at the beginning of a session. It does not change during the session

• May be either numeric or textual

Dynamic information

• Changes during a session and the changes must be communicated to the system user

• May be either numeric or textual

Slide 41 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Information display factors

Is the user interested in precise information or data relationships?

How quickly do information values change?

Must the change be indicated immediately?

Must the user take some action in response to a change?

Does the user need to interact with the displayed info via a direct manipulation interface?

Is the information textual or numeric? Are relative values important?

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 42

Alternative information presentations

Jan

2842

Feb

2851

Mar

3164

April

2789

May

1273

June

2835

4000

3000

2000

1000

0

Jan Feb Mar April May June

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 43

Analogue vs. digital presentation

Digital presentation

• Compact - takes up little screen space

• Precise values can be communicated

Analogue presentation

• Easier to get an 'at a glance' impression of a value

• Possible to show relative values

• Easier to see exceptional data values

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 44

Dynamic information display

4

1

3

2

Dial with needle

0 10

Pie chart Thermometer Horizontal bar

20

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 45

Displaying relative values

0

Pressure

100 200 300 400 0 25

Temper atu re

50 75 100

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 46

Textual highlighting

!

The filename you have chosen h as been used. Please choose another name

Ch. 16 User interface design

OK Cancel

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 47

Data visualisation

Concerned with techniques for displaying large amounts of information

Visualisation can reveal relationships between entities and trends in the data

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 48

15.3.1 Colour displays

Colour adds an extra dimension to an interface and can help the user understand complex information structures

Can be used to highlight exceptional events

Common mistakes in the use of colour in interface design include over-use of colour in the display

Slide 49 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Colour use guidelines

Don't use too many colours

Use colour coding to support user tasks

Allow users to control colour coding

Design for monochrome then add colour

Use colour coding consistently

Avoid colour pairings which clash

Use colour change to show status change

Be aware that colour displays are usually lower resolution

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 50

15.4 User support

User guidance covers all system facilities to support users including on-line help, error messages, manuals etc.

The user guidance system should be integrated with the user interface to help users when they need information about the system or when they make some kind of error

The help and message system should, if possible, be integrated

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 51

Error messages

Error message design is critically important.

Poor error messages can mean that a user rejects rather than accepts a system

Messages should be polite, concise, consistent and constructive

The background and experience of users should be the determining factor in message design

Slide 53 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Design factors in message wording

Context

Experience

Skill level

Style

Culture

©Ian Sommerville 2000

The user guidance system should be aware of what the user is doing and should adjust the output message to the current context.

As users become familiar with a system they become irritated by long, ‘meaningful’ messages. However, beginners find it difficult to understand short terse statements of the problem.

The user guidance system should provide both types of message and allow the user to control message conciseness.

Messages should be tailored to the user’s skills as well as their experience. Messages for the different classes of user may be expressed in different ways depending on the terminology which is familiar to the reader.

Messages should be positive rather than negative. They should use the active rather than the passive mode of address. They should never be insulting or try to be funny.

Wherever possible, the designer of messages should be familiar with the culture of the country where the system is sold. There are distinct cultural differences between Europe, Asia and

America. A suitable message for one culture unacceptable in another.

might be

Software Engineering, 6th edition. Chapter 15 Slide 54

Design factors in message wording

Context

Experience

Skill Level

Style

Culture

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 55

System and user-oriented error messages

System-oriented error message

?

OK

Error #27

Invalid patient id entered

Cancel

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 57

user-oriented error messages

User-oriented error message

Patient J . Bates is not registered

Click on Patients for a list of registered patients

Click on Retry to re-input a patient name

Click on Help for more information

Patients Help Retry Cancel

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 58

Help system design

Help?

means ‘help I want information”

Help!

means “HELP. I'm in trouble”

Both of these requirements have to be taken into account in help system design

Different facilities in the help system may be required

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 59

Help information

Should not simply be an on-line manual

Screens or windows don't map well onto paper pages.

The dynamic characteristics of the display can improve information presentation.

People are not as good at reading screen as they are paper text.

Content should be prepared with help of application specialists

Content should not be too large – don’t overwhelm user

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 60

Help system use

Multiple entry points should be provided so that the user can get into the help system from different places.

Some indication of where the user is positioned in the help system is valuable.

Facilities should be provided to allow the user to navigate and traverse the help system.

Index, TOC, and Search should be provided

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 61

Entry points to a help system

Top-level entry

Entry from application

Entry from error message system

©Ian Sommerville 2000

Help frame network

Software Engineering, 6th edition. Chapter 15 Slide 62

Help system windows

Help frame map

You are here

Help history

1. Mail

2. Send mail

3. Read mail

4. Redirection

Mail may be redirected to another network user by pressing the redirect button in the control panel. The system asks for the name of the user or users to whom the mail has been sent more next top ics

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 63

Help on WWW

Easy to implement

Easy for users to use

Difficult to link to applications themselves

• users may need to make extra effort to get to help

• Help doesn’t know context where you needed help

– cannot provide context sensitive help

Slide 64 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

5.4.3 User documentation

As well as on-line information, paper documentation should be supplied with a system

Documentation should be designed for a range of users from inexperienced to experienced

As well as manuals, other easy-to-use documentation such as a quick reference card may be provided

Slide 65 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

User document types

System evaluators

Functional description

Description of services

System administrators

Installation document

How to install the system

Novice users

Introductory manual

Getting started

Experienced users

Reference manual

Facility description

System administrators

Administrator’s guide

Operation and maintenance

Slide 66 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

15.5 User interface evaluation

Some evaluation of a user interface design should be carried out to assess its suitability

Full scale evaluation is very expensive and impractical for most systems

Ideally, an interface should be evaluated against a usability specification. However, it is rare for such specifications to be produced

Slide 68 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Usability attributes

Attribute

Learnability

Description

How long does it take a new user become productive with the system?

to

Speed of operation How well does the system response match the user’s work practice?

Robustness

Recoverability

How tolerant is the system of user error?

How good is the system at recovering from user errors?

Adaptability How closely is the system tied to a single model of work?

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 69

Things to Test

Conformance with a requirement

Conformance with guidelines for good design

Identification of design problems

Ease of system learning

Retention of learning over time

Speed of task completion

Speed of need fulfillment

Error rates

Subjective user satisfaction

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Galitz

Slide 70

…System - User Interface Design Goals

5 human factors central to community evaluation:

1. Time to learn

2. Speed of performance

3. Rate of errors by users

4. Retention over time

5. Subjective satisfaction

Trade-offs sometimes necessary

Test all design alternatives using mock-ups

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Galitz

Slide 71

Objective Measures of Usability

Effectiveness

• Speed of performance, # errors (against some standard)

• Tasks completeable by required pct of target users

Learnable

• Time to learn, amount of training and tech support needed (against some standard)

• Relearning time for intermittent users

Flexible

Subjective satisfaction

• Tiredness, discomfort, frustration, effort required, willingness/eagerness to use system

Galitz

Slide 72 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Simple evaluation techniques

Questionnaires for user feedback

Video recording of system use and subsequent tape evaluation.

Observation of users at work with system and “thinking aloud” about how they are trying to use system

Instrumentation of code to collect information about facility use and user errors.

The provision of a gripe button for on-line user feedback.

Slide 73 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Kinds of Tests

Guidelines review

Heuristic evaluation (will be covered last due to extensive coverage)

Cognitive walkthrough

Think aloud evaluations

Usability test

Classic experiments

Focus groups

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Galitz

Slide 74

Elements of Discount Usability

Engineering

Scenarios

Simplified Thinking Aloud

Heuristic Evaluation

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Nielsen

Slide 75

Scenarios

Take prototyping to extreme – reduce functionality AND number of features

Small, can afford to change frequently

Get quick and frequent feedback from users

Compatible with interface design methods

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Nielsen

Slide 76

Simplified Thinking Aloud

Bring in some users, give them tasks, have them think out loud

Fewer users in user testing

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Nielsen

Slide 77

Heuristic Evaluation

Context – part of iterative design

Goal – find usability problems

Who – small set of evaluators

How – study interface in detail, compare to small set of principles

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Nielsen

Slide 78

How to Conduct a Heuristic

Evaluation

More than one evaluator to be effective.

Each evaluator inspects the interface by themselves

General heuristics may be supplemented

Results can be oral or written

Evaluator spends 1-2 hours with interface

Evaluator goes through interface > 1 time

Evaluators may follow typical usage scenarios

Interface can be paper

Nielsen

Slide 79 ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15

Norman’s Four Principles of

Good Design

State and the action alternatives should be visible

Should be a good conceptual model with a consistent system image

Interface should include good mappings that reveal the relationships between stages

User should receive continuous feedback

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 82

Galitz’s Principles of User Interface

Design

To follow … alphabetically (following book)

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 83

Aesthetically Pleasing

Meaningful contrast between screen elements

Create groupings

Align screen elements and groups

Provide 3 dimensional representation

Use color and graphics effectively and simply

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 84

Clarity

Visual elements

Functions

Metaphors

Words and text

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 85

Compatible

With the user

With the task and job

With the product (past systems)

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 86

Comprehensibility

User should easily be able to determine:

• What to look at

• What to do

• When to do it

• Where to do it

• Why to do it

• How to do it

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 87

Configurability

Users should be able to set preferences

Good Default Settings should be provided for non-tinkerers

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 88

Consistency

One of Shneiderman’s 8 golden rules for interface design

Similar components should

• Have similar look

• Operate similarly

Same action should always produce the same result

Function of elements should not change

Position of standard elements should not change

Same terminology used for same thing throughout

Standards and Guidelines increase the odds of consistency

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 89

Control

User should control the interaction

• Actions initiated by user

• Actions performed quickly

• Actions can be interrupted or stopped, and reversed

Context maintained is from the user’s perspective

More than one way to do things

Avoid modes

Configurable

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 90

Directness

Provide Direct Manipulation

• user selects an object, then directly performs an action on it

• The effect of action on an object should be immediately visible

• Available alternatives reduces memory load

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 91

Efficiency

Minimize eye and hand movements

• Make user actions flow from one to another

• Don’t switch users frequently from keyboard to mouse

Anticipate users wants and needs whenever possible

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 92

Familiarity

Use language and concepts familiar to the user

Keep the interface natural

Use real world metaphors

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 93

Flexibility

 compatible with the user’s “skills, experience, habits, and preferences, and current conditions”

Danger: more flexibility increases complexity of system

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 94

Forgiveness

Prevent errors from occurring when possible

Tolerate and forgive common and unavoidable human errors

When an error occurs, provide constructive error messages

Protect against catastrophic errors

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 95

Predictability

User should be able to anticipate the flow of the task

Expectations should be fulfilled

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 96

Recovery

System should permit:

• Commands or actions to be abolished or reversed

• Immediate return to a certain point if difficulties arise

Users should never lose work due to:

• An error on their part

• Hardware, software, or communication problems

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 97

Responsiveness

Respond rapidly to user requests

Provide acknowledgement of user actions

Beginners need more / more informative feedback than experts do

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 98

Simplicity

Provide as simple an interface as possible

• Progressive disclosure

• Defaults

• Minimize screen alignment points

• Make common actions simple

• Provide consistency

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 99

Transparency

Allow user to focus on the task, not the interface

• Basic principle of direct manipulation

• Use user’s task vocabulary

• Design interface based on task analysis

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 100

Trade-offs

Final Design will always represent a series of trade-offs

People’s requirements always take precedence over technical requirements

©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 101

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