bitm 2313 human computer interaction (hci)

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CHAPTER 9
SCREEN DESIGN

OBJECTIVES

To describe the difference between presenting info on paper and on screen

To understand screen layout issue
SCREEN DESIGN
LECTURE TOPICS
Screen vs. Paper
 Screen Components
 Design Issue
 Screen Layout Basic
 Navigation

Paper
Screen
Problem
Char of
Media
Printed Illuminated –
may reflect like
mirror
Glare & visual
distraction
Focus
Down
Horizontal
Room
light
needed
High
Low
More visual
interference –
increased muscle
work
Continual
Readjustment
SCREEN DESIGN: SCREEN VS. PAPER
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Information visualization in HCI
Must account for:
A comprehensible mental image
(metaphor)
Appropriate organization of data,
functions, tasks and roles (cognitive
models)
Quality appearance characteristics (the
‘look’)
Effective interaction sequencing (the
‘feel’)
SCREEN DESIGN: SCREEN COMPONENTS
Layout
Format, proportions and grids
Text
Typefaces and typesetting
Imagery
 signs, icons, symbols,
concrete to abstract
Visual identity
unique appearance
Animation
dynamics of display
Color and Texture
Convey complex information and pictorial reality
SCREEN DESIGN: DESIGN ISSUES
Content
 Polarity
 Text
 Color
 Images
 Layout

SCREEN DESIGN: DESIGN ISSUES
Content
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Overall density (how much information
on the screen)
Local Density (how tightly packed the
information on the screen)
Grouping (number of separate groups
and size of groups).
Layout complexity
SCREEN DESIGN: DESIGN ISSUES
Polarity

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Paper is dark type on light
background
If screen is light on dark, eye
readjustment is necessary
Amount of simulation must be
examined - may be
Layout complexity
SCREEN DESIGN: DESIGN ISSUES
Text
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Character size & type
 use appropriate character height
 poorly defined font is harder to
see
Font type : HCI HCI HCI
Bold is often more visible from a distance
The best combinations is the Title case
SCREEN DESIGN: DESIGN ISSUES
Legibility and readability
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Legibility
1-2 typefaces (3 max), 1-3 size variations max
Careful use of normal, italics, bold.
Typesetting: word and line spacing, text orientation, line length,
indentation, colour.
Readability
In the US there is public law that said public information should use
words that a student of Grade 8 will understand.
Also need to consider people with communication, learning and memory
difficulties
SCREEN DESIGN: DESIGN ISSUES
Text Colour



Black n white – most visual
comfort (but problems for people
with dyslexia)
Generally – end of spectrum
harder to see (red, blue, violets)
Preferred – middle of spectrum
easier on eye (green, yellow,
orange)
SCREEN DESIGN: DESIGN ISSUES
Colour - Background

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Black n white – most visual
comfort (but problems for
people with dyslexia)
Generally – end of spectrum
harder to see (red, blue, violets)
Preferred – middle of spectrum
easier on eye (green, yellow,
orange)
SCREEN DESIGN: DESIGN ISSUES
Colour combination: Good Legibility
Good
Better
Best
white on red
white on blue
black on yellow
white on green
Yellow on black
Black on white
white on black
Green on white
Red on yellow
Red on white
SCREEN DESIGN: DESIGN ISSUES
Colour combination: Bad Legibility
Blue on yellow
or orange
Green on red
or orange
Yellow or
orange on
blue
Red or orange
on green
SCREEN DESIGN: DESIGN ISSUES
Some question to ask;
Does color add something that cannot be provided by
black and white?
 Is the chosen color appropriate for the text or object?
 Does the color provide cues to improve understanding
or memory?
 Are there are any visual problems that may make the
information less legible?

SCREEN DESIGN: DESIGN ISSUES
Images
Signs, icons, symbols
 right choice within spectrum from concrete to abstract
Icon design very hard
 except for most familiar, always label them
Image position and type should be related
 image ‘ family’
 don’t mix metaphors
Consistent and relevant image use
 not gratuitous
 identifies situations, actions
SCREEN DESIGN: SCREEN LAYOUT BASICS
Introduction
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The display functions as a grid with
some areas having greater impact
than others
The display acts as a set of many
planes, each one on a layer closer to
the user than the one behind it
White space is design element
Text and ideas must be chunked in
order to be comprehended
SCREEN DESIGN: SCREEN LAYOUT BASICS
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Cultural reading patterns impact design:
 western
style: horizontal, L to R, Top to Bottom
 other cultural patterns differ
Graphics have greater impact than text
Animation has greater attention getting impact than
graphics
Sound has an impact equivalent to animation
SCREEN DESIGN: SCREEN LAYOUT BASICS
Grids
Horizontal and vertical lines to locate window components
 aligns related components
Organizations
 contrast to bring out dominant elements
 grouping of elements by proximity
 show organizational structure
 alignment
Consistency
location
Format
Repetition
 organization
SCREEN DESIGN: SCREEN LAYOUT BASICS
SCREEN DESIGN: SCREEN LAYOUT BASICS

Screen Real Estate
Areas of the screen that automatically add emphasis to material,
graphic or text paced here
Tend to minimize whatever located
there
Ideal for navigational devices such
as button bars, pull down menus, or
status information
SCREEN DESIGN: SCREEN LAYOUT BASICS

Screen Real Estate
Neutral impact on whatever is
located there
Good for summation text or
summary graphics
Tend to add minimal impact to any
graphics or text located there
SCREEN DESIGN: DESIGN ISSUES
Economy of visual elements
 Minimise number of controls
 Include only those that are necessary

 eliminate or relegate others to secondary
windows
 Minimize clutter (e.g use tab folders, but don’t overdo it)

so information is not hidden

SCREEN DESIGN: NAVIGATION
Not really screen design, more design of a set of
screens.
 Depth vs. breadth

 it is generally advisable to avoid deep structure

SCREEN DESIGN: NAVIGATION
COLORS
Rainbow - colours in the eye and on the
screen
play with colours
 use of colour
 'physics' of colour
 how we see colour
 how computers do colour
 see also www.colormatters.com

play with colours
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colour is surprisingly complex
 physics, aesthetics, psychology
using colour can be fun
 experiment , play with it!
context matters
 we all see colours differently
 perception of colour depends on surroundings
 different at midday or night
the eye of the beholder
context matters
good use of colour
using conventions (red for alarms etc.)
 ‘branding’ parts of an interface
 occasional emphasis
 redundant coding
 i.e. in addition to other means
 e.g. web link colours - also underlined
 for diagrams, etc.

yucky clip art,
but was all I
could find
bad use of colour
over use - without very good reason (e.g. kids’ site)
 colour blindness
 poor use of contrast
 do adjust your set!
 adjust your monitor to greys only
 can you still read your screen?

'physics' of colour

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‘colour’ is the wavelength of light
 like pitch is the wavelength of sound
spectrum
4x10-7m
7x10-7m
 from red - longest
 to violet - shortest
 and beyond …
 red  infra red (heat)  microwaves  radio
 violet  ultraviolet  ... nasty radiation
mixing colour

mixing paint
blue + yellow = green
(really cyan)

mixing lights
red + green = yellow

called additive and subtractive colour
additive colour - mixing light
physically both colours in the mixed light
 like a chord in music
 light is really red + green
 we see yellow

subtractive - mixing paint
cyan paint absorbs a lot of red
 yellow paint absorbs a lot of blue
 cyan + yellow absorbs most of the red and blue
leaving mainly green light reflected
 so we see green

primary colours
in music we hear chords and harmony
C+G  E
 there are no primary ‘notes’ in music

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so why three primary colours?
not physics … but the eye
in the eye
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two types of sensory cells:
rods
 see black and white and grey
 best in low light
 good at seeing movement
cones
 see colours
 best in bright light
how we see colour

... three types of cones:
 red,
green and blue!
 well nearly ...

… like 3 radios tuned to different stations
 each type sensitive to a range of light frequencies
 eye compares ‘response’ of each kind
 each mix has same response as some pure colour
 3 receptors => 3 dimensions of colour
rods and cones
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how many
 more in the centre (fovea) than the edges
=> better central vision
where they are
 cones towards centre, rods towards edge
=> peripheral vision
low-light, good at movement, black and white
how fast
 black and white faster (in brain) than colour
how computers do colour
lots of spots of red, blue and green
 eye merges them to form colours
 like pointillist painting
 colours described using RGB
 amount of each colour they have
 e.g. #ff00ff = purple

variations

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different colour models:
 HSI, CMYK, CIE
 used for different purposes
screen depth
 number of bits used per pixel
 24 = 8 bits per colour (RGB) = 16 million colours
 32 as above, also ‘alpha channel’ (transparency)
 16 = 5 bits per colour = ‘thousands of colours’
 8 too few to split, need designed palettes
palettes

mapping:


256 colours (8 bits)  selection of full (24 bit) RGB
options:
 application palettes (why funny things happen!)
 system palette (slightly different between platforms)
 web colours
 6 colour levels for each RGB channel 6x6x6 = 216
 combinations of hex 00,33,66,99,cc,ff
 e.g. #cc3300, #0000ff, #999999
Putting them together
screen layout and design
basic principles
 grouping, structure, order
 alignment
 use of white space

basic principles
ask
 what is the user doing?
 think
 what information, comparisons, order
 design
 form follows function

available tools
grouping of items
 order of items
 decoration - fonts, boxes etc.
 alignment of items
 white space between items

grouping and structure

logically together  physically together
Billing details:
Name
Address: …
Credit card no
Delivery details:
Name
Address: …
Delivery time
Order details:
item
quantity cost/item cost
size 10 screws (boxes)
……
7
…
3.71
…
25.97
…
order of groups and items
think! - what is natural order
 should match screen order!
 use boxes, space etc.
 set up tabbing right!
 instructions
 beware the cake recipie syndrome!

decoration
use boxes to group logical items
 use fonts for emphasis, headings
 but not too many!!

ABCDEFGHIJKLM
NOPQRSTUVWXYZ
alignment - text
you read from left to right (English and European)

 align left hand side

Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess
fine for special effects
but hard to scan
boring but
readable!
Willy Wonka and the Chocolate Factory
Winston Churchill - A Biography
Wizard of Oz
Xena - Warrior Princess
alignment - names

Usually scanning for surnames
make it easy!

Alan Dix
Janet Finlay
Gregory Abowd
Russell Beale
Alan
Janet
Gregory
Russell

Dix
Finlay
Abowd
Beale


Dix , Alan
Finlay, Janet
Abowd, Gregory
Beale, Russell
alignment - numbers

think purpose!

which is biggest?
532.56
179.3
256.317
15
73.948
1035
3.142
497.6256
alignment - numbers
visually:
 long number = big number

align decimal points
 or right align integers

627.865
1.005763
382.583
2502.56
432.935
2.0175
652.87
56.34
multiple columns

scanning across gaps hard:
(often hard to avoid with large data base
fields)
sherbert
toffee
chocolate
fruit gums
coconut dreams
75
120
35
27
85
multiple columns - 2

use leaders
sherbert
toffee
chocolate
fruit gums
coconut dreams
75
120
35
27
85
multiple columns - 3

or greying (vertical too)
sherbert
toffee
chocolate
fruit gums
coconut dreams
75
120
35
27
85
multiple columns - 4

or even (with care!) ‘bad’ alignment
sherbert 75
toffee 120
chocolate 35
fruit gums 27
coconut dreams 85
white space - the counter
WHAT YOU SEE
white space - the counter
WHAT YOU SEE
THE GAPS BETWEEN
space to separate
space to structure
space to highlight
one-by-one – WIMPish Elements
widgets - the bits that make the GUI
 what do they do, what are they good for
 little things matter

widgets?
individual items on a GUI screen ...
 checkboxes, menus, toolbars, buttons etc.
 three aspects:
 appearance
- what they look like
 interaction
- how they behave
 semantics
- what they mean

appearance
appearance includes words

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verbs - action words
 quit, exit, embolden, italicise
adjectives - description/state words
 bold, italic
nouns - usually as a form of description
 Times New Roman, US Letter
beware of mixes …
 embolden + italic !!?!
behaviour
behaviour … ctd.
some bits the toolkit does for you
 but is it right?
 some you control
 e.g. drawing, interactions between widgets
 beware timing issues
 e.g. large selections under Windows apps.

semantics

menus, buttons, etc.

do things …

… lets make it bold italic
YOU say what it means
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semantics usually up to you
 although widgets may link direct to database
 even then, you say what links
think separately:
 meaning first
- what you want it to do
 then appearance
- how you do it
choose the widget for the job
what do you want?

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actions
 usually menu, buttons, or toolbar
setting state/options
 usually checkbox, radio button, combi-box
but …
 menus can be used to set state etc. ...
how many?
one of several options
 radio buttons, selection menu
 zero, one or more options
 checkbox, multi-choice menu
 free choice
 offer recent/typical shortcuts
 one line text boxes often terrible!

and more ...
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number
 fixed
e.g. bold, italic, underline
 variable e.g. font list
 scolling through telephone list …
liveness
 grey out inactive options
dynamic interactions
 some choices dependent on others
design is difficult
little things matter
a design story ...
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documentation browser
numbered scroll bar
page-up/down buttons
… on screen only …
no-one used the buttons
… why?
a design story … ctd.
text jump scrolled
 eye focus on buttons


disorientating


… can we put it right?
a design story ... ctd.
section head at top
 scroll buttons at top
 opposite section head

difference?

… amazing!

still looks wrong
why?
hands across the screen?
guidance
 appearance
 instinct
 behaviour
 analysis
 why questions

let’s look at scroll bars
scroll bars are simple ...

Scrollbars may look different, but are basically the
same. They just sit on the right hand side of the screen.
You press the up button and the screen goes down, you
press the down button and the screen goes up
... hey wait a minute
always on the right?

well usually …

but is it right?

or should it be left?
watch the birdie
a little history

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Xerox Palo Alto Labs
 hotbed of computing research
 programming environments (Lisp, Smalltalk)
 Xerox Star (late 1970s) - 1st office GUI
Apple
 Lisa - technology from Star, but too expensive
 Macintosh - birth of popular windows interfaces
Microsoft
 may get there someday ...
Star and scrollbars

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pre-Star (Smalltalk etc.) on the left
Star - scrollbar on the right
 to avoid visual clutter and ease text reading
Star scrolling
 page at a time
- not continuous
 very different model
what is right - left or right
… just hands across the screen?
up or down

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Option 1 - normal today
 arrow up = screen down & scroll handle up
Option 2
 arrow up = screen up & scroll handle down
which is right?
no easy answer
do an experiment!
Star team did it
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Option 2 - won
 so we have the wrong kind of scroll bar!
why?
two versions of Star interface
 before and after experiments
Xerox passed designs to Apple …
… but gave the wrong one
the systems
info and help
management
goal
start
add user
the BIG picture
navigation and dialogue
main
screen
remove
user
add user
confirm
remove user
messages
recap - levels
widget choice
 menus, buttons etc.
 screen design
 application
 environment
 other apps, O/S

the web too

widget choice
• elements and tags
– <a href=“...”>
screen design
 application
 environment

• page design
• site navigation
• the web
– external links
think about structure
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within a screen
 previous lecture ...
local
 looking from this screen out
global
 structure of site, movement between screens
wider still
 relationship with other applications
think about use

who is going to use the application?

how do they think about it?

what will they do with it?

…. games?
local
from one screen looking out
four golden rules
knowing where you’ve been
 or what you’ve done
 knowing where you are
 knowing what you can do
 knowing where you are going
 or what will happen

goal seeking
goal
start
goal seeking
goal
start
progress with local knowledge only ...
goal seeking
goal
start
… but can get to the goal
goal seeking
goal
start
… try to avoid these bits!
beware the big button trap
things
other things
more things
the thing from
outer space
global
between screens
within the application
hierarchical diagrams
the system
info and help
management
add user
remove user
messages
hierarchical diagrams ctd.

parts of application
 screens or groups of
screens
the systems

typically functional separation
info and help
management
add user
remove user
messages
think about dialogue

what does it mean in UI design?
think about dialogue
Minister: do you name take this woman …
 Man: I do
 Minister: do you name take this man …
 Woman: I do
 Minister: I now pronounce you man and wife

network diagrams
main
screen
remove
user
add user
confirm
network diagrams ctd.
what leads to what
 what happens when
 including branches


more task oriented
main
screen
remove
user
add user
confirm
return to scenarios
user presses ‘on’ button
 login prompt appears
 user enters user name and password
 top level menu page appears
 user selects ‘maze’

… …

scenarios ctd.
Pros:
 easy to understand
 concrete (errors less likely)
 Cons:
 one route through the system
 no branches, no special conditions
 So:
 use several scenarios

wider still
between applications
and
the world wide web ...
between applications
style issues:
 platform standards, consistency
 functional issues
 cut and paste
 navigation issues
 embedded applications
 links to other apps … the web

web structure

knowing what is there
 3 million web sites!
 countless pages

so much to see and so little time

… but when did you last search the
entire Library of Congress?

the geometry of the web



links
 extrinsic geometry (inxight)
content
 intrinsic geometry (alexia)
 searching and finding
people
 recommendation
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