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Fundamentals of Interfaces
E-Business Applications
What is an Interface?
A term of much confusion due to its nature GUIs, command-line, programming,
hardware, etc. Verb meaning ‘to communicate’
It describes the place where two disparate systems meet as well as how they meet.
What is an Interface?
An interface must consist of more than one system
It is more than a tool, it has to have a purpose and organization Radio dials Telephone buttons
You the user from your experience, help make up the interface!
What is an Interface?
Best if not seen, nor heard! Assembly Language Programming? The more technologically sophisticated
the tools, the simpler the interface needs to be.
Good example: Using a Web Browser to ‘Surf the Web’!
What is an Interface?
To make the interface invisible Use metaphors/natural mappings
Spatial metaphors to represent objects in space Sound to represent degree or quantity
Leverage personal experience Draw on previous experience but keep
unnecessary complexity low Find a balance between a simple interface
requiring complex learned behaviours, and a complex interface that maps perfectly to the task required
What is an Interface?
Quick Note Interface - implies a person is part of the
equation User Interface - more specific definition.
On the other side maybe a phone, monitor etc. Graphical user interface
An interface consisting of graphical representations of real world concepts and objects.
Elements of Interface Design
Questions that should be addressed Is the interface design useful? How can you tell if it’s useful? Are the users really to blame for common mistakes? Are we to blame for building inherently flawed
applications? Are our interfaces/features too confusing? Are there workarounds for inherent usability?
Elements of Interface Design
Some principles to follow Work with nature Work against nature (when you have to) Keep It Simple Stupid (but not too simple) Emphasize Key Elements If possible use constraints to limit possible errors Design for error Define a standard when nothing else works
Elements of Interface Design
Work with Nature Use work done in cognitive psychology
Affordances - the way an object is usedConstraints - prevents actions/responsesNatural Mappings (Metaphors)Visibility - degree of displayFeedback - aural/tactile signalsDirect Manipulation - object manipulation
These six concepts will help with good design
Elements of Interface Design
Rules for Affordances Things that are meant to be pushed, should
be made to push Choose object representation carefully Poor representation can lead to user
confusion Affordances can be assigned values Not all need to have a value
Elements of Interface Design
Types of Constraints Physical: prevents physical action Semantic: prevents ‘nonsense’ states.
Knowledge dependent Cultural: depends on accepted behaviour Logical: derived from logical circumstances
e.g Clicking on a back button, takes you to the previous screen.
Elements of Interface Design
Rules for Constraints Do not unreasonably restrict ‘natural’
tendencies Ensure the affordance/constraint
combination is unambiguous Ensure the constraints are used in proper
context Ensure constraint combination doesn’t result
in a ‘dead-end’ or an ‘endless loop’.
Elements of Interface Design
Visibility/Prominence Some applications need to have certain
elements more prominently displayed than others.
Others need to be more obscured Auditory elements can also be considered
as being visible.
Elements of Interface Design
Natural Mappings Part of making an interface invisible Can lead to confusion with a poorly chosen
metaphor
Elements of Interface Design
Feedback Can be visual, aural, tactile Every action/change in an application
should give some sort of feedback The feedback element can also require a
responsee.g. user confirmation
Elements of Interface Design
Rules for Feedback Used to make the interface invisible Feedback should not distract the user Should appear as a natural extension to the
application Should not conflict with constraints and
affordances.
Elements of Interface Design
Direct Manipulation Use objects to represent other objects to be
manipulated Object can be either a real world object, or
computer generated Same rules apply as for affordances and
constraints generally apply.
Elements of Interface Design
Forcing Functions Same as constraints
Restricts actionsBecomes visible when an action is attempted
Different from constraints Forcing function can remain invisible except for
its effectsNo warnings are issued.
Three types of forcing functions Lockins, lockouts and interlocks.
Elements of Interface Design
Lockins Prevents changes of state until certain
conditions are met. Bad example: modal dialog box.
Interrupts program flowForces the user to respond immediately
Good example: Software installation programs
Elements of interface Design
Lockouts Prevents users from entering a place or
state An example:
Preventing a program from being installed when other programs are running
Used in conjunction with a lockin, it can prevent many serious errors from occurring.
Elements of Interface Design
Interlocks Ensures that actions occur in a certain order No other execution order is permitted Real-world example:
Car won’t start until clutch is fully depressedTypical light inside a refrigerator
Software exampleCannot use an application unless you have
logged in.
Elements of Interface Design
General Rules and Questions Affordances and other notifications should
be prominent Forcing functions should be transparent to
the user The problem is, to what extent should each
be taken? How much feedback is too much? What level of constraint is too high?
Applying Interface Design to the Web
Design for error Build in appropriate responses, checks and
balances Have clear and explanatory error messages Issue appropriate warnings before a
potentially dangerous action may occur
Applying Interface Design for the Web
Pay Attention to your Users Build what they want, not what you think
they want Listen to the naïve users
May elect to educate rather than redesignKeep the fog index low
Reduces cost due to redesign and additional programming
Applying Interface Design for the Web
Keep the Interface Clean and Uncluttered Shy away from too many bells and whistles Deliver unambiguous interfaces Make the interface direct and navigation
clear Help focus the user’s attention on the
important aspects of the page.
Maintaining Web Site Interface Flexibility
Web site interfaces can be easily redesigned Separation of appearance from functionality Keep static pages separate from the
backend The templates can be fine-tuned according
to user feedback Shrink-wrapped applications cannot
Interface tied in with back-end
A Framework for Easy to Use Web Pages
Making Web Pages Easy to Use
Framework for Easy to Use Web Pages
Why are some web pages easy to understand, and others appear as a mess?
Pages that dazzle can also distract This can cause important information to
be hidden Text becomes unreadable and the
viewer leaves
A Framework for Easy to Use Web Pages
How do you build a framework? Critical judgements are useless Leads to conclusions based on personal
affection, idiosyncrasy, affinity or poor judgement
What about usability testing?Usability testing reveals flaws in poorly designed
pagesTesting cannot show that the web page is
useable
A Framework for Easy to Use Web Pages
How do you build a framework? One way... The Cognitive Approach Give an ordered ‘visual hierarchy’ of
informationHierarchy should match the communicated content Element contrast will tend to produce a visual
hierarchyHave layers of inactive background with notable
content When everything is emphasized, nothing is
emphasized
A Framework for Easy to Use Web Pages
Visual Processing of Web Pages Certain perceptual elements have priority Process of reading a web page into two
phases Search and Scanning
A Framework for Easy to Use Web Pages
Search phase User decides where they should enter the
page Eight elements in the framework
Motion, Size Images, Colour Fonts, Position Area, Proximity/Reading Order
A Framework for Easy to Use Web Pages
Search Phase - Motion Most important variable in the search phase
a strong cue Motion detection is automatic Object in motion to ‘pop out’ of the display However attention is not kept for longer than
a few hundredths of a second
A Framework for Easy to Use Web Pages
Search Phase - Motion Caveats Animation should be meaningful Should not be distracting It should add something to the content of
your page
A Framework for Easy to Use Web Pages
Search Phase - Size Larger objects will be focused on in
preference to smaller Users fixate on them first Users look at them longer than smaller
displays There is perceived visual importance
A Framework for Easy to Use Web Pages
Search Phase - Images Research done by Stone & Glock Users first looked at the figure for 1-2 seconds, then
the text caption Graphics and images are attended to in preference
to text Users pick out specific information, first from
graphics Only afterward do they start reading the ‘harder’
medium of text
A Framework for Easy to Use Web Pages
Search Phase - Colour Several elements have a similar size, color
can be used to discriminate which element is most important
Images which are more brightly colored will gain focus
Colour and contrast also show relationships between items and establish importance
A Framework for Easy to Use Web Pages
Search Phase - Fonts Certain type styles become part of the text’s
meaningType faceFont weight Font size, italics, underlining become part of
meaning of the text Text style draws attention to important words. Titles and headers are the fundamental human
interface issue in web pages
A Framework for Easy to Use Web Pages
Search Phase - Position When all else is equal, position is the arbitrator Pages of text are viewed at a number of
granularities Top-left and Top-center items tend to be noticed
first and are considered more important Non text displays - the center will be dominant Factors such as symmetry will displace the
center
A Framework for Easy to Use Web Pages
Scanning Phase User locates an entry point into the page
during the search phase Second phase now produces scanning of
the area which contains that entry point
A Framework for Easy to Use Web Pages
Scanning Phase - Area Group of elements on a page Grouping or placing elements in proximity
provides information about their relationship Colored backgrounds and table cells can
lead the readers eye down the page Items which share the same color will
typically be seen as relating to each other
A Framework for Easy to Use Web Pages
Scanning Phase - Proximity & Reading Order The tendency of individual elements to be
associated more strongly with nearby elements than those which are farther away
Elements in close proximity will be grouped together
Grouping will follow a reading order, moving from left to right, and top to bottom
Usability Design Plan
Usability Special Interest Group Software developers checklist on usability
Usability Test Plan
Usability Special Interest Group Usability Evaluation Plan