Principles of User Interface Design ISMT Multimedia Spring 2000 Dr Vojislav B Misic Outline of Lecture 09 (presentation based largely on B. Schneiderman, Designing the User Interface, 3rd ed., Addison-Wesley, 1998 introduction: why, what, how some theories guidelines and principles (rather general) more details and examples ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 2 Introduction: Why Most of today's systems are poorly designed from a human-interaction standpoint User Interfaces Are Products of Interdisciplinary Work - Who is Involved? What are the Business Ramifications? Individual User Level International Influences ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 3 Life-critical systems Air traffic control, nuclear reactors, power utilities, police & fire dispatch systems High costs, reliability and effectiveness are expected Length training periods are acceptable provide error-free performance Subject satisfaction is less an issue due to well motivated user Retention via frequent use and practice ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 4 Industrial and commercial uses Banking, insurance,order entry, inventory management, reservation, billing, and pointof-sales systems Lower cost may sacrifice reliability Training is expensive, learning must be easy Speed and error rates are relative to cost, however speed is the supreme concern Subject satisfaction is fairly important to limit operator burnout ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 5 Office, home, and entertainment applications Word processing, electronic mail, computer conferencing, and video game systems Choosing functionality is difficult because the population has a wide range of both novice and expert users Competition cause the need for low cost ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 6 Exploratory, creative, and cooperative systems Database, artist toolkits, statistical packages, and scientific modeling systems Benchmarks are hard to describe due to the wide array of tasks With these applications, the computer should "vanish" so that the user can be absorbed in their task domain ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 7 Steps For User-interface Engineering Task analysis to ensure proper functionality Reliability, Availability, Security, and Data Integrity Standardization, Integration, Consistency, and Portability Schedules and Budgets (being late means that you are likely to be ineffective or even noncompetitive) ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 8 lifecycle Task Analysis – Ensure Proper Functionality Define what tasks and subtasks must be carried out Pay special attention to those tasks which are only performed occasionally (common tasks are easy to define) Functionality must complete, or else users will reject or underutilize the product ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 10 Reliability, Availability, Security, and Data Integrity Commands must function as specified Data displayed must reflect the actual state in the database Appease the user's sense of mistrust System must be error free Ensure the user's privacy by protecting against unwarranted access, destruction of data, and malicious tampering ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 11 Standardization, Integration, Consistency, and Portability Standardization Integration Consistency: compatibility across different product versions compatibility with related, non-computer based systems use common action sequences, terms, units, colors Portability ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 12 System–User Interface Design Goals Define the target user community associated with the interface (communities evolve and change) 5 human factors central to community evaluation Time to learn Speed of performance Rate of errors by users Retention over time Subjective satisfaction ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 13 But, in all cases… Trade-offs sometimes must be allowed in development, use tools such as macros and shortcuts to ease some burdens Test all design alternatives using a wide range of mock-ups ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 14 Physical abilities and physical workplace There is no average user, either compromises must be made or multiple versions of a system must be created Physical measurement of human dimensions are not enough, take into account dynamic measures such as reach, strength or speed Account for variances of the user population's sense perception ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 15 Cognitive and perceptual abilities cognitive process short-term memory long-term memory and learning problem solving decision making attention and set (scope of concern) search and scanning time perception ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 16 Factors affecting perceptual and motor performance arousal and vigilance fatigue perceptual (mental) load knowledge of results monotony and boredom sensory deprivation sleep deprivation anxiety and fear isolation aging drugs and alcohol circadian rhythms ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 17 User differences Personality differences – Myers-Briggs Type Indicator (MBTI) extroversion versus introversion sensing versus intuition perceptive versus judging feeling versus thinking Cultural and international diversity Users with disabilities Elderly Users ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 18 Theories and Principles Object-Action Interface Model Recognize the diversity Use the Golden Rules of Interface Design Prevent errors Balance of automation and human control ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 19 Foley and van Dam four-level approach Conceptual level: user's mental model Semantic level: meanings conveyed by the user’s input and computer's output Syntactic level: how the semantic units form complete sentences and instructions Lexical level: device dependencies and mechanisms by which a user specifies the syntax ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 20 Approach is convenient for designers Top-down nature is easy to explain Matches the software architecture Allows for useful modularity during design ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 21 Action models: Norman's seven stages of action Forming the goal Forming the intention Specifying the action Executing the action Perceiving the system state Interpreting the system state Evaluating the outcome ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 22 Norman's contributions Context of cycles of action and evaluation Gulf of execution: Mismatch between the users's intentions and the allowable actions Gulf of evaluation: Mismatch between the system's representation and the users' expectations ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 23 Object/Action Interface Model Syntactic-semantic model of human behavior used to describe programming database-manipulation facilities direct manipulation ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 24 OA Interface Model II Distinction made between meaningfullyacquired semantic concepts and rotememorized syntactic details Semantic concepts of user's tasks well-organized and stable in memory Syntactic details of command languages arbitrary and required frequent rehearsal Introduction of GUIs shifts emphasis to simple direct manipulations of visual representations of objects/actions ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 25 Object-action design: understand the task real-world objects actions applied to those objects create metaphoric representations of interface objects and actions designer makes interface actions visible to users ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 26 Interface hierarchies of objects and actions Hierarchy is a natural concept Interface includes hierarchies of objects and actions at many levels Interface Objects (directory, name, length, etc.) Interface Actions (load a text data file, insert into the data file, save the data file etc.) but note: save file can have many variants Interface objects and actions based on familiar examples ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 27 Learning Users learn interface objects and actions by seeing a demonstration hearing an explanation of features conducting trial-and-error sessions Learning, use, and retention of this knowledge is hampered by two problems Details vary across systems in an unpredictable manner Greatly reduces the effectiveness of paired-associate learning ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 28 How to … Minimizing these burdens (the goal of most interface designers) aided by Modern direct-manipulation systems Familiar objects and actions representing their task objects and actions Modern user interface building tools Standard widgets ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 29 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 ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 30 Four critical points where user failures can occur Users can form an inadequate goal Might not find the correct interface object because of an incomprehensible label or icon May not know how to specify or execute a desired action May receive inappropriate or misleading feedback ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 31 Consistent user interface goal Definition is elusive - multiple levels sometimes in conflict Inconsistent action verbs Take longer to learn Cause more errors Slow down users Harder for users to remember Still, it is sometimes advantageous to be inconsistent (but watch out!) ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 32 A recent example Many Florida counties have large numbers of elderly people … whose eyesight is less than ideal … which is why the US presidential election ballots were designed with larger-than-usual lettering … which HAD to be split in two pages … and the results is? ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 33 Consistent user interface goal Definition is elusive - multiple levels sometimes in conflict Inconsistent action verbs Take longer to learn Cause more errors Slow down users Harder for users to remember Still, it is sometimes advantageous to be inconsistent (but watch out!) ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 34 Some examples Consistency, you said? Well, let’s see what UST has to say In most lifts, the control table looks like this … 4th floor at the bottom Open door to the left ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 35 However … There are a few lifts where 4th floor button is NOT at the bottom Probably because of symmetry – but users have to look … which they usually do ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 36 Wait, there’s more! There are also some lifts where the Open Door button is NOT on the left … Which most users DON’T look at – normally, that is ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 37 User Interface Metaphor The way(s) in which users interact with the computer User interface should resemble a known device or environment ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 38 Designer’s model vs. user’s model ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 39 Principle 1: Recognize the Diversity Usage profiles User characteristic Task profiles Decomposition into multiple middle-level task actions, which are refined into atomic actions task frequencies of use matrix of users and tasks helpful ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 40 Interaction styles Direct manipulation Menu selection Form fill-in Command language Natural language ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 41 Principle 2: Use the Eight Golden Rules of Interface Design Strive for consistency (most frequently violated rule) Enable frequent users to use shortcuts Offer informative feedback Design dialogs to yield closure ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 42 Principle 2 cont’d Offer error prevention and simple error handling Permit easy reversal of actions Support internal locus of control Reduce short-term memory load ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 43 Data Display Guidelines Goals: Efficient information assimilation by the user Minimal memory load on user Compatibility of data display with data entry Flexibility for user control of data display Organizing the display Consistency of data display Getting the user's attention ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 44 Data Entry Guidelines Consistency of data-entry transactions Minimal input actions by user Minimal memory load on user Compatibility of data entry with data display Flexibility for user control of data entry ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 45 Balance of Automation and Human Control Ultimate goal: eliminate human actions whenever no judgment is required real world is open system, while computers constitute closed systems human judgment necessary for unpredictable events equipment failure improper human performance incomplete or erroneous data ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 46 When designing multimedia/hypermedia Know the users and their tasks Ensure that meaningful structure comes first Apply diverse skills Respect chunking Show interrelationships Ensure simplicity in traversal Design each screen carefully Require low cognitive load ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 47 Further reading Textbook (T. Vaughan): none (actually, there is quite a lot, but … ) Schneiderman’s book: http://www.aw.com/DTUI/ Hall of Fame: http://www.iarchitect.com/mfame.htm Hall of Shame: http://www.iarchitect.com/mshame.htm ISMT Multimedia © 2000 Dr Vojislav B Misic Lecture 12/Slide 48