What makes a GUI good? Sus Lundgren sus.lundgren@chalmers.se Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Just to clarify GUI = Graphic User Interface Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se What do you see? Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se What kind of software is this? Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Clues! Whenever we approach a real life-situation, or an interface, we look for clues… – Donald Norman calls this signifiers… … to find out what we can do (functionality) and how (interaction) A large part of GUI design is about creating these clues, i.e. communicating to users how it works Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Zookeeper: Good, bad? (Zookeeper is very similar to Bejeweled, below, but has a few extra rules and things worth pointing out…) Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Why Zookeeper is good: Feedback - Clues Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Feedback in faces Zookeeper utilizes anthropomorphism (attribution of human characteristics) The animals’ facial expressions give clues or feedback – How many different expressions can you find? Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Animal faces… (to compare with Bejweled) Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Why Zookeeper is good: Visual design! The animals have distinct shapes and colors A subtle chequered background The game area is lighter than the surroundnings, which helps draw attention to it Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Clues: What can be done, and how Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Clues: What can be done, and how Naming of menus and alternatives Icons Placement, sorting, grouping Feedback: Reactions to what users are doing or have done, showing current status etc Pliancy: Indicating to users that they can interact with something. Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Feedback: Different ways Feedback can be visual – Objects on screen change apperance, e.g. to communicate that they are selected or active Feedback can be audible – Sounds typically indicate that something happens, possibly in the background: you are getting an email or SMS, an SMS is sent, warnings Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Feedback: Different ways Feedback can also be modal – Initiates another mode of operation, e.g. appears in a pop-up … or modeless, which is preferrable – Does not disturb, just indicates, does not require special actions Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Feedback: Modeless visual feedback Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Manipulating things Much of GUI interaction is related to manipulating things; dragging, dropping, clicking and so forth Norman coined the term affordance – “the perceived and actual properties of the thing, […] that determine just how the thing could possibly be used.” – However, he was talking about physical objects Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Pliancy and hinting Cooper instead talks about pliancy, meaning “manipulability” – any object or screen area that can be manipulated is pliant – In GUIs the pliancy/affordance must be visualized Examples of pliant things are… – – – – Buttons Corners Edges Icons (butcons)… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Pliancy and hinting Static object hinting – an object always communicates that it can be tampered with, e.g. 3Dsculpting, handles on scroll bars etc. Dynamic visual hinting – an object changes appearance when a cursor passes over it Pliant response hinting – an object changes appearance when interacted with; e.g. showing that a button has been pressed. Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Pliancy and hinting Cursor hinting – the cursor changes appearance depending on what it passes over Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Pliancy and hinting on smartphones When designing interfaces for mobile phones, pliancy is an issue becasue – Cursor hinting impossible – Dynamic and pliant response hinting (especially) are often obscured by the users’ finger Solutions/tweaks – Animations – Tutorials – Instructions in the background Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se So far so good… Okay, so now we have talked about – …how to indicate what can be done in a GUI (pliancy, naming, icons, layout…) – …how to communicate that the system reacts to what the user does (feedback) What’s left? Well… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Flow Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Flow Flow is when everything runs smoothly towards a goal without fuss ”Just doing” without having to focus consciously on details Flow is an EXTREMELY PRODUCTIVE STATE Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Designing flow Keep tools close at hand Arrange components on screen so that they fit work flow – Focus area surrounded by tools and navigation – Flow from entering data to OK-button Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Manipulation and flow… Direct manipulation also supports flow… …because it feels more natural (requires less cognitive resources) than… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Don’t provide blanks… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se …provide presets/defaults Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Supporting flow in other ways Distinguish between possibility and probability – Programmers tend to give equal importance to the 1% case as the 99% cases; good in programming but not in GUI design! Avoid unnecessary reporting like “Everything proceeds as normal, OK”? Distinguish between functions and their configuration – That’s what the File-menu is for… :) Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se The enemy: Excise Image from creativeuncut.com Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Excise Excise are those extra moves that aren’t goaldirected but still needed; extra work – Goal: get to work (by car) – Excise: opening garage door, driving out of garage, closing garage, filling up gas… Excise is also all unnecessary actions you need to carry out (Excise outside the GUI world refers to a tax added to the price of specific goods; it can sometimes constitute as much as half of the price; and it is typically on things like alcohol, cigarettes and fuel ) Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Excise: visual clutter Excise can also be visual, if it takes lots of cognitive resources into account even if that is not needed – http://www.jbhifi.com.au Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Excise: visual clutter Excise can also be visual, if it takes lots of cognitive resources into account even if that is not needed – www.staplesville.ca has lots of animated things iamges and stuff, which would be ok for a game, but this is a site for searching a job… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Excise: No input where output Here I have to go back to the page where I made the settings to edit… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Excise: Feed me… Demanding that users should enter information the system already has Demanding that users should enter everything, when defaults might do just fine Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Necessary excise: Navigation Navigating between… –Panes –Pages –Programs –Views –Tools… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren …can be avoided or simplified by providing – Overviews – Signposts – Avoiding hierarchies sus.lundgren@chalmers.se Necessary excise: Shifting between modes Sometimes we do want to carry out operations that don’t really fit within a programme’s normal working mode Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se The Biggest Trap: To let function* follow form It is the pervading law of all things organic and inorganic, Of all things physical and metaphysical, Of all things human and all things super-human, Of all true manifestations of the head, Of the heart, of the soul, That the life is recognizable in its expression, That form ever follows function. This is the law. – Louis H. Sullivan in “The tall office building artistically considered” (1896) * = whatever you mean with function. It does not have to be efficiency per se, it can be playfulness, intrugue, surprise, intimidation or something else. Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se Example: http://www.dsrny.com Good looks, bad interaction design and information achitecture) Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se http://www.hughjassburgers.com/ Lacking the most critical information: what’s the (food) menu??? Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se http://www.minutes.io Extremely well designed; rememebers things (e.g. initials), suggests things, modeless feedback giving help provides possibity to email minutes etc… Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se To summarize… Provide information (clues) that hint users about what they can do Provide feedback as reactions to what users do Support flow Avoid excise Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren …i.e. sus.lundgren@chalmers.se Do this Don’t do this Design och Konstruktion av Grafiska Gränssnitt vt 2014, Sus Lundgren sus.lundgren@chalmers.se