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Design & Screen Organization

Design & Screen Organization

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Design & Screen Organization. Some Basic Human Characteristics. Humans are limited in their capacity to process information. People are always learning. People use prior learning to support new learning. People often learn by doing People like to solve problems - PowerPoint PPT Presentation

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Page 1: Design &  Screen Organization

Design & Screen Organization

Page 2: Design &  Screen Organization
Page 3: Design &  Screen Organization

Some Basic Human Characteristics

• Humans are limited in their capacity to process information.

• People are always learning.

• People use prior learning to support new learning.

• People often learn by doing

• People like to solve problems

• People don’t like unsolvable problems.

Page 4: Design &  Screen Organization

Some Basic User Characteristics

• Mental Models– Users are always building models

of their world.– Users don’t mind if something doesn’t

make sense • they build their own model to make it make

sense

– Users prefer simple models • simple and working solution (even it is not

completely correct)

Page 5: Design &  Screen Organization

Good & Bad toolbar icons

http://www.vbaccelerator.com/home/Resources/Graphics_Library/index.asp

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WHY IS THIS IMPORTANTKnow Your User

• Consider the Individuals using the system (i.e. target user)

• Skill– Computer knowledge, other systems they use,

education, keyboarding skills

• Job – Tasks – Needs– Frequency of use, importance to job, structure of

job, training, culture

• Psychological characteristics– Motivation, patience, expectations, learning style

• Physical attributes– Age, gender,disabilities

Page 8: Design &  Screen Organization

Norman’s Design Principles

• The Design principles are based on– Understanding of psychology of users.– Understanding of how people interact with

the environment– Understanding of how people response to

good design and bad design

Page 9: Design &  Screen Organization

Norman’s Design Principles

• Providing a good conceptual model• Make things visible• Managing a natural mapping• Providing feedback• Supporting automatic learning• Providing forcing functions

– Utilizing constraints

Page 10: Design &  Screen Organization

Conceptual Model

• the underlying understanding of how a technology or device works

Designer’sconceptual model

User’sconceptual model

Gap

System Image

Q: What do large gaps cause?

Page 11: Design &  Screen Organization

Three Conceptual Models

Design modelDesigner

Systemimage

System

User’s model

User

Page 12: Design &  Screen Organization

Mapping

• Mapping indicates the relationship between the action of the user and the result of the action.

• Natural mapping– The user’s natural understanding of action

results• RED for stop and GREEN for go (cultural

understanding)

Page 13: Design &  Screen Organization

Mapping Example

• Present the font choices using the fonts themselves

Times New RomanArialArial BlackCourier NewOld English Univers

Page 14: Design &  Screen Organization

Mapping Example

• Function keys – the mapping is somewhat

arbitrary• F3 for CUT and F4 for PASTE ?

– Not a natural mapping!– No memory aids– What happens when you want to

cut but you click on F4 (paste)?

F1 F2

F3 F4

F5 F6

F7 F8

Page 15: Design &  Screen Organization

• What mappings are present in a game control such as this joystick?

Page 16: Design &  Screen Organization

Forcing Function

• Design that prevents users from taking actions which are inappropriate or which would lead to error– Appliance shut off when opened

• Microwaves• Washing Machines

– Radio buttons• Choose one and one only

Page 17: Design &  Screen Organization

Forcing Function

• Good example of a forcing function design:– Menu bar - grays out and prevents the

selection of those items inapplicable to the current context

NewOpenCloseSaveSave as...

Page 18: Design &  Screen Organization

Forcing Function

• Lack of Forcing Function– DOS - every command is allowed as long

as it is typed correctly

– del *.*– deletes all files

Page 19: Design &  Screen Organization

Feedback

• Gives a user an immediate indication of the result of an action– Pick up the phone

• Hear the tone

– Select text• reverse video for selected text

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Affordance

• Make things visible

• Provide indication of how something can be used

Page 21: Design &  Screen Organization

Affordances

• What do you need to know?– Which side opens?– Do I push or pull?

• Affordances– Knobs, Plates, Bars

• Size and placement

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Affordances

• Buttons– Flat– Shadowed

• Hyperlinks– Plain text– Marked

• Cursor shapes

Page 23: Design &  Screen Organization

Automatic Learning

• People automatically connect their actions with screen displays through repetitive patterns of actions (reinforce learning).– A design should provide consistencies that

help the user learn to use the device

File Edit View Insert Format ToolsFile Edit View Insert Format Tools

Page 24: Design &  Screen Organization

Automatic Learning

• Good example of Automatic Learning:– user actions always involve same

number of steps, e.g., select object, select general action to perform on object, select specific case of action

– Consistence and standards• If you know how to use one window

application, it will be easy for you to learn another one.

Page 25: Design &  Screen Organization

Automatic Learning

• Example of non-use of Automatic Learning :

– Screens which change standard menu item locations from display to display

Page 26: Design &  Screen Organization

Three Conceptual Models

Design Model User’s Model

System Image

Visibility

Affordances

Mapping

ForcingFunctions

Autom

ated L

earn

ingActi

on

Feedb

ack

Page 27: Design &  Screen Organization

Mismatch between Designer’s & User’s Conceptual Models

• Errors

• Slow

• Frustration

• ...

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Knowledge in the Head and in the World

• Knowledge in the world– is the information in the environment

• Knowledge in the head– is the information that stored in memory

• Most of the time we need to combine the two types knowledge to operate things. Why?

Page 30: Design &  Screen Organization

Coin Examples

• One Cent Coins– We recognize coins

easily.– But we don’t

remember all the details.

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What do you see?

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What information do you memorize?

• Location of element• Shape of element• Relationship of element to other elements

on screen• Pictures of icons• Colors

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What do you see?

Page 34: Design &  Screen Organization

Human Processing of Complex Visual Scenes

• The time it takes to visually understand a scene depends on the number of unique elements that we must visually identify in the scene– If we have already learned the scene, we

record it as one element• Words are recorded as a single element.

– One graphical component many have several unique components.

Page 35: Design &  Screen Organization

An Example of a Complex Visual Scene

Page 36: Design &  Screen Organization

Control Panel for Desktop Video Conferencing

• Too many elements to learn

• Elements located all over screen – each individual location and relationship to

other elements has to be learned

• Elements not clustered or ordered so that sub-groupings can be learned

Page 37: Design &  Screen Organization

Organization of Screen Elements

• Balance• Symmetry• Regularity• Predictability• Sequentiality• Economy• Unity• Proportion• Simplicity• Groupings

Page 38: Design &  Screen Organization

Balance

• Equal weight of screen elements– Left to right, top to bottom

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Balance

Unstable

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Balance

• Left column processed - Right column noted as same

• Both columns need to be understood by visual processing system

Page 42: Design &  Screen Organization

Symmetry

• Replicate elements left and right of the center line

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Symmetric

Asymmetric

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Symmetry

• Left column processed - Right column noted as same

• Both right & left columns processed plus relationship of right to left

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Regularity

• Create standard and consistent spacing on horizontal and vertical alignment points

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Regular

Irregular

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Regularity

• Left column processed - 2 right columns noted as same

• Location & size of each object processed

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Predictability

• Put things in predictable locations on the screen

Page 49: Design &  Screen Organization

Predictable

Spontaneous

Icon

File Edit View Insert Window Help

Kung Foo

Search for Movies

CancelOK

Enter Keywords:Grasshopper Old blind guy

Icon

File Edit View Insert Window Help

Kung Foo

Search for Movies Cancel

OK

Enter Keywords:Grasshopper Old blind guy

Page 50: Design &  Screen Organization

Predictability

• User expects title & menu bar on top of screen

• Visual scene needs to be completely processed - objects not in expected places

Icon

File Edit View Insert Window Help

Kung Foo

Search for Movies

CancelOK

Enter Keywords:Grasshopper Old blind guy

Icon

File Edit View Insert Window Help

Kung Foo

Search for Movies Cancel

OK

Enter Keywords:Grasshopper Old blind guy

Page 51: Design &  Screen Organization

Sequentiality

• Guide the eye through the task in an obvious way– The Eye is attracted to:

• bright elements over less bright• Isolated elements over grouped• graphics before text• color before monochrome• saturated vs. less saturated colors• dark areas before light• big vs. small elements• unusual shapes over usual ones

Page 52: Design &  Screen Organization

Sequential

Random

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Economy

• Use as few styles, fonts, colors, display techniques, dialog styles, etc., as possible

Page 54: Design &  Screen Organization

Economical

Busy

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Page 55: Design &  Screen Organization
Page 56: Design &  Screen Organization

Economy of visual elements

•minimize number of controls

•include only those that are necessary– eliminate, or relegate others to secondary

windows

•minimize clutter – so information is

not hidden

NNNN

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Unity

• Make items appear as a unified whole (for visual coherence)– Use similar shapes, sizes, or colors– Leave less space between screen elements

than at the margin of the screen

Page 60: Design &  Screen Organization

Unity

Fragmentation

Page 61: Design &  Screen Organization

Proportion

• Create groupings of data or text by using aesthetically pleasing proportions

Page 62: Design &  Screen Organization

Square - 1:1 Square Root of 2 - 1:1.414 Golden Triangle - 1:1.618

Square Root of 3 - 1:1.732 Double Square - 1:2

Pleasing Proportions

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Simplicity

• Minimize the number of aligned points– Use only a few columns to display screen

elements

• Combine elements to minimize the number of screen objects– Within limits of clarity

Page 65: Design &  Screen Organization

Simple

Complex

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Page 66: Design &  Screen Organization

Simplicity

• Only four alignments need to be processed

• A total of nine alignments need to be processed

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Page 67: Design &  Screen Organization

Simple

Complex

Size:Uniformity:

Height:Width:

Preserve Proportions% of original% of original

Size::Preserve Proportions% of original height% of original width

Page 68: Design &  Screen Organization

Redesigning a layout using alignment and factoring

Page 69: Design &  Screen Organization

The importance of negative space and alignment

Page 70: Design &  Screen Organization

Groupings

• Use visual arrangements to provide functional groupings of screen elements– Align elements in a group– Evenly space elements in a group– Provide separation between groups

• Use additional group elements sparingly– color & borders add complexity

Page 71: Design &  Screen Organization

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Simple Grouping

• Similar elements aligned vertically

• Vertical distance between similar objects small

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Boxed Grouping

• Boxes add additional complexity to form

• Spatial arrangement adequate

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Background Grouping

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• Color adds additional visual complexity

• Spatial arrangement adequate