Sketching a Conceptual Design from User Experiences and a Task Model Mapping User Experiences and UI requirements into Design is Hard! Translating user requirements, task analysis, scenario, and personas into a design (screens, windows, etc.) is not a simple matter of establishing correspondences between user interface elements and abstract design model. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 1 Sketching a Conceptual Design from User Experiences and a Task Model Symbols selection: tabbed dialog box Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 2 Sketching a Conceptual Design from User Experiences and a Task Model Symbols selection: combo box Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 3 Sketching a Conceptual Design from User Experiences and a Task Model Symbols selection: magnifier with selector and spin-list selector Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 4 Sketching a Conceptual Design from User Experiences and a Task Model Options selection: tabbed dialog box Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 5 Sketching a Conceptual Design from User Experiences and a Task Model Options selection: tree browser Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 6 Sketching a Conceptual Design from User Experiences and a Task Model Options selection: menu Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 7 Sketching a Conceptual Design from User Experiences and a Task Model Principles for mapping design models - Different visual design are possible for the same model The best ones is those that users like and approve (testing is required) Patterns are potential solutions The worst solutions is those that developers image good and try to impose Developers day-to-day practices, if not empirically validated, are not solutions Suggestions from user are good solutions Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 8 Sketching a Conceptual Design from User Experiences and a Task Model Iterative Design and Prototyping Outlines 1- Iterative Design 2- Prototyping Principles Approach, Techniques and Tools 3- Benefits of Prototyping Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 9 Sketching a Conceptual Design from User Experiences and a Task Model Iterative Design - Is the process of building a concrete and visible design solution staring from a usercentered requirements description of the system - Prototypes can be used in this process to validate requirements with end-users, gather further information, estimate the design difficulties and develop solutions, etc. A prototype: - Simulates the structure, functionality, or operations of the system - Represents a model of the product to be built - May or may not implement any real functionality Different kinds of prototyping: - Low-fidelity versus high-fidelity prototypes - Horizontal versus vertical prototyping - Prototyping techniques range from paper to computer-based including video, simulations, etc. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 10 Sketching a Conceptual Design from User Experiences and a Task Model Low versus high-fidelity prototypes - Fidelity refers to the level of detail - High fidelity: prototypes look like the final product - Low-fidelity: prototype with many details missing Low-fidelity prototypes are: Cheap, rapid versions of the final system - limited functionality and/or interactivity Depict concepts, designs, alternatives, and screen layouts rather than a model user interaction with a system - e.g. storyboard presentations, proof-of-concept prototypes Demonstrate the general ‘feel and look’ of the UI - their purpose is not to show in detail how the application operates Are often used early in the design cycle - to show general conceptual approaches without investing too much time or effort Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 11 Sketching a Conceptual Design from User Experiences and a Task Model High-fidelity prototypes are: Fully interactive - Users can enter data into entry fields, respond to messages, select icons to open windows, and interact with the UI Represent the core functionality of the product’s UI A Typically built with 4GLs such as Smalltalk or Visual Basic - Can simulate much of the functionality of the final system Trade off speed for accuracy - Not as quick and easy to create as low-fidelity prototypes - Faithfully represent the UI to be implemented in the product - Can be almost identical in appearance to the actual product Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 12 Sketching a Conceptual Design from User Experiences and a Task Model Low-Fidelity Prototyping - Medium-Fidelity Prototyping High-Fidelity Prototyping Advantages Lower development cost Evaluate different design concepts Useful communication vehicle Addresses screen layout issues Useful for identifying market requirements Proof of concept Limitations - Limited error checking - Poor detailed specification for coding - Limited usefulness after requirements established - Limitations in usability testing - Navigational limitations A compromise between high and low-fidelity prototypes Establish your own! - High degree of functionality - More expensive to develop Fully interactive - Time consuming to build User driven Inefficient for proof of Defines navigational scheme concept designs Useful for exploration and testing - Not effective tool for - Look and feel of final product requirements gathering - Serves as a living specification - Marketing and sales tool Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 13 Sketching a Conceptual Design from User Experiences and a Task Model Approaches for limiting prototype functionality Vertical Horizontal Principles - Contains in-depth functionality for only a few selected features, but not the entire system E.g. In an airline flight information system, users can access a database with some real data from the information providers, but not the entire data - Lower performance than the final system (e.g. trial system with a limited number of simultaneous users) - May be non-networked, not fully scalable, Includes the entire user interface with no underlying functionality, a simulation; no real work can be performed E.g. Users can execute all navigation and search commands, but without retrieving any real information as a result of their commands - Reduced level of functionality, but all of the features present Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 14 Sketching a Conceptual Design from User Experiences and a Task Model Approaches for limiting prototype functionality: scenario - Scripts of particular fixed uses of the system; no deviation allowed Both the level of functionality and the number of features are reduced Very cheap to design and implement But, only able to simulate the UI as long as the test user follows a previously plan test Small, can be changed frequently and re-tested Reduced level of functionality and reduced number of features Can be developed using one or several task scenarios Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 15 Sketching a Conceptual Design from User Experiences and a Task Model Functionality Scenario Details Horizontal Prototype Vertical Prototype Full System Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 16 Sketching a Conceptual Design from User Experiences and a Task Model Techniques for prototyping Low-Fidelity Prototyping Techniques - Sketches and paper prototyping - Pictive, with pre-made interface components on paper Medium-Fidelity Prototyping Techniques - Drawing produced on computer Storyboarding User interface builders in testing mode Slides shows and simulations Wizard of Oz High-Fidelity Prototyping Techniques - Computer-based prototyping: Visual Basic, RAD, HTML Editing Environments Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 17 Sketching a Conceptual Design from User Experiences and a Task Model Paper prototyping [Rettig, M (1994) Prototyping for tiny fingers. Communications of the ACM, April, Vol.37, No.4.] - This technique features the use of simple materials and equipment (paper and pencil) in order to create a paper-based simulation of an interface or system. - Paper prototypes provide a valuable and cost-effective means to evaluate and iterate design options before a team gets committed to one implementation. - Interface elements such as menus, windows, dialogues and icons can be sketched on paper or created in advance using card, acetate, pens etc. - When the paper prototype has been prepared a member of the design team sits before a user and ‘plays the computer’ by moving interface elements around in response to the user’s actions. - The user makes selections and activates interface elements by using their finger as a mouse and writing ‘typed’ input. A further person facilitates the session by providing task instructions and encouraging the user to express their thoughts and impressions. - Other observers may make notes or a video record may be created. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 18 Sketching a Conceptual Design from User Experiences and a Task Model Storyboarding [Androile S (1991) Storyboard Prototyping. QED Information Sciences, Wellesley, MA.] - Storyboards are sequences of images, which demonstrate the relationship between individual screens and actions within a system. - A typical storyboard will contain a number of images depicting features such as menus, dialogue boxes and windows. - The formation of these screen representations into a sequence conveys further information regarding the structure, functionality and navigation options available within an intended system. - The storyboard can be shown to colleagues in a design team as well as potential users, which allows others to visualize the composition and scope of an intended interface and offer critical feedback. - This method can be used early in the design cycle where the use of storyboards supports the exploration of design possibilities and the early verification of user requirements. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 19 Sketching a Conceptual Design from User Experiences and a Task Model Storyboard : Word Main Window, Help System, and Open File Dialog Box Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 20 Sketching a Conceptual Design from User Experiences and a Task Model Video Prototyping [Vertelney, L (1989) Using video to prototype user interfaces. SIGCHI Bulletin, V21 (2), pp 57-61.] - This method allows designers to create a video-based simulation of interface functionality using simple materials (paper, acetates) and equipment (camcorder). - Interface elements are created using paper, pens, acetates etc. For example a start state for the interface is recorded using a standard camcorder. - The movements of a mouse pointer over menus may then be simulated by stopping and starting the camcorder as interfaces elements are moved, taken away and added. - Users do not directly interact with the prototype although they can view and comment on the completed video-based simulation. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 21 Sketching a Conceptual Design from User Experiences and a Task Model Wizard of Oz [Maudsley, Greenberg and Mander (1993) Prototyping an intelligent agent through Wizard of Oz. Interchi’93 Conference Proceedings.] - A method of testing a system that does not exist - This approach involves a user interacting with a computer system which is actually operated by a hidden developer - referred to as the "wizard’" - A person hidden to the user provides feedback - During this process the user is led to believe that they are interacting directly with the system. - This form of prototyping is beneficial early on in the design cycle and provides a means of studying a user’s expectations and requirements. - The approach is particularly suited to exploring design possibilities in systems, which are demanding to implement. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 22 Sketching a Conceptual Design from User Experiences and a Task Model Software-Based Prototyping [Isensee, S, and J Rudd (1966) The Art of Rapid Prototyping. International Thomson Computer Press, London.] - This method is concerned with developing different proposed concepts through software or hardware prototypes, and evaluating them. - Rapid prototyping is described as a computer-based method, which aims to reduce the iterative development cycle. - Interactive prototypes are developed which can be quickly replaced or changed in line with design feedback. - This feedback may be derived from colleagues or from the experiences of users as they work with the prototype to accomplish set tasks. - Within software engineering circles the method is closely associated with user interface management systems and various design support tools. The latter tools offer the designer libraries of procedures and graphical interface elements for defining the software’s logical structure and ‘look-and-feel’. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 23 Sketching a Conceptual Design from User Experiences and a Task Model Rapid Application Development and Joint Application Design Workshops [Andrews, D.C. (1991) JAD: A crucial dimension for rapid applications development. Journal of systems management, March 23-31.] RAD Workshop - RAD Workshops are set up in which 8-20 individuals make design decisions through the consensus building leadership of a trained, unbiased facilitator who is not a stakeholder in the future system. - A number of different formats for the method are offered. One variation produces formal outputs such as entity-relationship models, which can be input directly into the system specification. JAD Workshop - Is a RAD specific variation developed within IBM? Here users and information systems professionals are drawn together to design a system jointly in a facilitated group session. - Six roles are defined including session leader, user representative, specialist, analyst, an information systems representative and an executive sponsor. - A 20% to 60% increase in productivity over traditional design methods is claimed. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 24 Sketching a Conceptual Design from User Experiences and a Task Model Prototyping Process 1- Developing Paper or Computer-Based Prototypes - Each prototype describes design ideas or product concepts with a focus on usability 2- Testing Each Prototype in a Testing Lab with Potential End-Users 3- Improving the Prototype by Using the Usabulity Testing Results - Usability Results are analyzed, prioritized and Translated in Design Modifications 4- Once the results are satisfactory, the prototype is stabilized and tested. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 25 Sketching a Conceptual Design from User Experiences and a Task Model Benefits of Iterative Design and Prototyping 12345678- Get feedback on our design faster Decrease the cost of development and maintenance Experiment with alternative designs Fix usability problems before code is written Keep the design centered on the user Improves quality and speed of system specification and design. Is integrated with current structured methods and CASE tools. Promotes co-operation, understanding and teamwork among the various user groups and development staff. 9- Can be used at various levels of detail, including concept, requirements, specification and design. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 26 Sketching a Conceptual Design from User Experiences and a Task Model Benefits of Iterative Design and Prototyping Reported by Catani, M.B., And Biers, D.W. (1998). Usability Evaluation and Prototype Fidelity: Users and Usability Professionals. Proceedings of the Human Factors and Ergonomic Society, 42nd Annual Meeting. - Cantani and Biers (1998) investigated the effect of prototype fidelity on the information obtained from human performance test - Three levels of prototypes: - 30 university students performed 4 typical library search tasks using one of the prototypes - Paper - low fidelity - Screen shots (storyboards) - medium fidelity - Interactive Visual Basic - high fidelity - Total of 99 usability problems were uncovered - No significant difference in the number and severity of problems identified, and a high degree of commonality in the specific problems uncovered by users using the 3 prototypes Discussion about the Power of Prototyping: The Perils of Prototyping Tool by Alan Cooper http://www.cooper.com/articles/vbpj_perils_of_prototyping.html Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 27 Sketching a Conceptual Design from User Experiences and a Task Model Screens and GUI Elements Design Outlines 1- WIMP Model (WIMP= Windows, Icons, Menus, Pointers) 2- Screens Design Principles 3- Grid as screen design tool Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 28 Sketching a Conceptual Design from User Experiences and a Task Model WIMP Model = Windows, Icons, Menus, Pointers User Interface Programmers tend to think primarily in terms of windows and dialogue boxes, but modern GUIs provide a large range of choice to implement the design solutions: Windows Primary windows, secondary windows, utility windows (a window whose contents affect an active primary window), and Plain windows (no title bar or window controls) provide the top-level containers for your application. Containers: panels and frames A panel is a container for organizing the contents of a window or dialog box: panel, scroll panel, tabbed panel (tab cards), toolbar, group boxes and headings An internal frame is a container used in MDI (Multi-Document Interface) applications to create windows that users cannot drag outside of the desktop panel Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 29 Sketching a Conceptual Design from User Experiences and a Task Model Icons Graphic representation of objects such as documents, storage media, folders, applications, and the Trash. Icons look like their real-world counterparts whenever possible. Controls - Command Button, Toggle Button (buttons with two States e.g. On/Off), Checkbox, Radio Button, Combo Box, Menu, Pop-Up Menus (Contextual Menu), Toolbar Dialog Boxes Text Components Uneditable information displays: Label, Progress Bar, Lists Editable displays: password field, text window, colors selector, files explorer Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 30 Sketching a Conceptual Design from User Experiences and a Task Model Behaviors Mouse operations, drag-and-drop operations, Keyboard operations including the use of mnemonics, keyboard shortcuts Colors - Language including conventions for names in buttons, labels for checkboxes and radio buttons, messages in dialog boxes, online help systems, and manuals Advanced controls - Tables and Grids, Trees, Graphs, OLE/ActiveX Controls - Objects Explorer (Files, Color, Settings, etc.) - Animation: Progress and Delay Indication Bars, System Status Animation, Slides (to let the user enter a numeric value bounded by a minimum and maximum value) Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 31 Sketching a Conceptual Design from User Experiences and a Task Model Models for focal interaction context - The focal interaction context is the primary point (screen) of interaction between the user and the system - Typically, the focal interaction supports the main user tasks (not help, preferences, etc.) - Different models are possible to implement the focal interaction context: 1- Full-screen - Outdated, but full screen model maximizes available screen real estate and minimizes windows management overhead - For a telephone order-entry, where the operator is dealing with only one customer and using one application, the full screen operation is relevant 2- Single-document interface (SDI) E.g. Word Pad Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 32 Sketching a Conceptual Design from User Experiences and a Task Model 3- Multiple-document interface (MDI) E.g. most popular windows applications 4- Multiplex Netscape Mail 5- Tabbed notebooks or workbooks E.g. Clip Art It is an alternative solution for MDI 6- Dialog boxes and tabbed boxes E.g. preference settings Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 33 Sketching a Conceptual Design from User Experiences and a Task Model Screens design Space is the most effective element you can use to provide support for user in their cognitive processing of visual displays. Spatial relationships are perceived pre-cognitively - that is, without conscious effort They do not have to be decoded and interpreted, as do color cues, typographical cues, and so on. Alignment and proximity are two of the most fundamental and useful spatial techniques available to visual designers Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 34 Sketching a Conceptual Design from User Experiences and a Task Model Alignment Human beings perceive items that are aligned vertically and/or horizontally to be more organized than those that are not People process, learn and remember organized information better than unorganized information. Proximity Elements that are close together in a visual display will be assumed to be related. Elements that are far apart will not be seen as related to each other. When elements are not clearly differentiated by proximity, your user has to group them consciously by focusing on them, taking in their meaning, and deciding which ones go together Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 35 Sketching a Conceptual Design from User Experiences and a Task Model Poor alignment creates too many perceptual "edges" in a display Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 36 Sketching a Conceptual Design from User Experiences and a Task Model Better alignment results in fewer features to be processed Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 37 Sketching a Conceptual Design from User Experiences and a Task Model Equal division of space results in poor proximity - what goes with what? Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 38 Sketching a Conceptual Design from User Experiences and a Task Model Use more or less space between elements to indicate which ones go together by virtue of their relative proximity Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 39 Sketching a Conceptual Design from User Experiences and a Task Model Contrast Contrast exists in many forms, the primary being: size color shape Use contrast to make user interface elements more or less dominant in the display, influencing the order in which they are processed and their perceived importance Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 40 Sketching a Conceptual Design from User Experiences and a Task Model Insufficient contrast leads designers to apply more and more treatments to make important information stand out Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 41 Sketching a Conceptual Design from User Experiences and a Task Model Use contrast that is sufficiently strong to allow simple, easily-perceptible treatments Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 42 Sketching a Conceptual Design from User Experiences and a Task Model Relationships between visual components Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 43 Sketching a Conceptual Design from User Experiences and a Task Model Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 44 Sketching a Conceptual Design from User Experiences and a Task Model Grids are an essential tool for screens design Horizontal and vertical lines to locate window components aligns related components Grids facilitates the organization of screens contrast to bring out dominant elements grouping of elements by proximity show organizational structure alignment Grids improve the consistency location format repetition Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 45 Sketching a Conceptual Design from User Experiences and a Task Model Standard icon set Message text in Arial 14, left adjusted How to use grid? ? No Ok Do you really want to delete the file “myfile.doc” from the folder “junk”? No ! Ok Cannot move the file “myfile.doc” to the folder “junk” because the disc is full. Ok Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 46 Sketching a Conceptual Design from User Experiences and a Task Model Two-level Hierarchy •indentation •contrast Alignment connects visual elements in a sequence Logic of organizational flow Grouping by white space Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 47 Sketching a Conceptual Design from User Experiences and a Task Model Colors Design Outlines - Color is not Art Color Palette is so complicated! Use colors only where they are really needed Use Color to Aid Scanning Use Color as a Code Use Color to Draw Attention Use Color to Show Relationship Avoid Contrast Deficiency Accommodate Colorblind Users Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 48 Sketching a Conceptual Design from User Experiences and a Task Model Colors is not Art and not a distracting users A funny toolbar in Win Cim 2.0 (CompuServe) Colors can enhance the affordance of buttons representing various ways of sending a file: send, send without carriage returns, send with quotes, send with CIS quotes Colors are not always required - Word Professional Toolbar Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 49 Sketching a Conceptual Design from User Experiences and a Task Model Colors can highlight the difference: Unsuccessful operation in Easy CD Creator Operation Completed Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 50 Sketching a Conceptual Design from User Experiences and a Task Model Foundations for Colors Design 1. When properly applied, color can greatly improve the user interface - Improving the esthetic quality of the interface - Guiding the user's attention to points of interest. 2. The improper use of color on the other hand, can seriously impair the user's ability to interact with the program. 3. Research has shown that over 80% of visual information is related to color. While people have many and diverse preferences for color, specific colors produce specific psychological associations. Target your audience by using color to elicit these specific associations. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 51 Sketching a Conceptual Design from User Experiences and a Task Model We need colors, but not so much What's worse, every display phosphor has different characteristics (a color looks different on different displays). Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 52 Sketching a Conceptual Design from User Experiences and a Task Model Use colors only where they are really needed According to Signal Detection theory, lots of different colors and highlighting make the screen so noisy that you can't find anything, No single method will reliably draw attention, except blinking which is 'loudest'. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 53 Sketching a Conceptual Design from User Experiences and a Task Model Use Color can help user scanning the screen - Use no more than six different color codes on a screen. - Color can speed search of the screen. If one color is used, the search is very fast. Using more colors slows that search. More than six colors radically slows search. - If the user must pick out the fields that are in error, making them all one color will speed the search. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 54 Sketching a Conceptual Design from User Experiences and a Task Model Use Color as a code language - Color can have meaning; in fact, color already has meaning you can use - Follow the population stereotypes Sample codes Common associations - Fields in error are: RED - The husband's data are: BLUE - The wife's data are: PINK - RED = stop/danger BLUE = boy PINK = girl YELLOW = caution GREEN = rest/go Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 55 Sketching a Conceptual Design from User Experiences and a Task Model Use Color to draw attention - Use bright colors for an item you want the user to notice now, (i.e., use red as background for required fields!) - If colors are not used in many places on the screen, a colored message will get the user's attention. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 56 Sketching a Conceptual Design from User Experiences and a Task Model Use color to show relationship (mapping) - Items of the same color will tend to be perceptually grouped together. - If an error message and a field in error are both yellow (and there are no other yellow colored fields), most people will infer that the yellow message refers to the yellow field. - In the example below, it's easier for the user to tell the equation describing each graph because the graphs are colored, as well as formatted differently. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 57 Sketching a Conceptual Design from User Experiences and a Task Model Avoid contrast deficiency - Example = Do not use yellow on white. Do not use pure red or blue on black. - Yellow appears bright, while blue and red appear dark. Those combinations don't give enough contrast between letters and background – you need a 90% contrast difference between foreground and background in order to read text clearly. Therefore, this doesn't work. - A highly saturated (pure) red error message may not be legible on a dark background. Even if legible, it won't stand out. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 58 Sketching a Conceptual Design from User Experiences and a Task Model Avoid chromatic aberration - Do not create text in pure red or blue. - Due to chromatic aberration, red and blue do not focus well on the retina (they look fuzzy). - In submarines, red lights were used to keep sailors dark-adapted, but then the sailors had trouble reading the dials. Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 59 Sketching a Conceptual Design from User Experiences and a Task Model Avoid chromatic aberration - Do not show pure red and blue together - Red and blue focus improperly in opposite directions. When juxtaposed, extreme fuzziness and even a 3-D illusion can occur: Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 60 Sketching a Conceptual Design from User Experiences and a Task Model Accommodate colorblind users - Do not make users rely solely on color to use the system. o 9% of men are color weak o 2% of women are color weak o Everyone is colorblind in low light - Unless all users have been screened for color weakness (blindness), you can't depend on the user's ability to see colors - If red vs. green is the only way to tell which fields are in error, about 6% of all users will have trouble telling the difference - In example below, bullet color indicates the type of page - The designer relied on color-coding exclusively (not good!). Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 61 Sketching a Conceptual Design from User Experiences and a Task Model Accommodate colorblind users Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 62 Sketching a Conceptual Design from User Experiences and a Task Model Ahmed Seffah – Computer Science Department - Concordia University - 03/08/16 - Page 63