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1 SBD:Information Design CS 3724 Thanks to Chris North and Scott M cCrickard for their original slides. Problem scenarios summative evaluation Information scenarios claims about current practice analysis of stakeholders, field studies Usability specifications Activity scenarios Interaction scenarios iterative analysis of usability claims and re-design metaphors, information technology, HCI theory, guidelines formative evaluation DESIGN ANALYZE PROTOTYPE & EVALUATE 3 Information Design Goal: identify methods for representing and arranging the objects and actions possible in a system in a way that facilitates perception and understanding Define and arrange the visual (or other modality) elements of a user interface “Big picture”, overall info model Detailed screen layout Activity design scenarios: transform current activities to use new design ideas Information design scenarios: Elaborate to include visual presentation details Problem and activity design claims: look for representations that address negatives, but keep positives +/- Information design space: brainstorm representations in metaphors and technology HCI knowledge about information design Claims analysis: features of the information design with key implications for use +/- SBD and Information Design

SBD:Information Design - Virginia Techcs3724/fall2005-bowman/... · 2005. 9. 12. · R efin dorsp R ealisticimgs Accurate and memorable but are more complex, take longer to process

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Page 1: SBD:Information Design - Virginia Techcs3724/fall2005-bowman/... · 2005. 9. 12. · R efin dorsp R ealisticimgs Accurate and memorable but are more complex, take longer to process

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SBD:Information Design

CS 3724

Thanks to Chris North and Scott M cCrickard for their original slides.

Problem scenarios

summativeevaluation

Information scenarios

claims aboutcurrentpractice

analysis ofstakeholders,field studies

Usability specifications

Activityscenarios

Interaction scenarios

iterativeanalysis ofusability claims andre-design

metaphors,informationtechnology,HCI theory,guidelines

formativeevaluation

DESIGN

ANALYZE

PROTOTYPE & EVALUATE

3

Information Design Goal: identify methods for representing and

arranging the objects and actions possible ina system in a way that facilitates perceptionand understanding

Define and arrange the visual (or othermodality) elements of a user interface “Big picture”, overall info model Detailed screen layout

Activity design scenarios:transform current activities to

use new design ideas

Information design scenarios:Elaborate to include visual

presentation details

Problem andactivity designclaims: look for

representations thataddress negatives,but keep positives

+/-

Informationdesign space:

brainstormrepresentations in

metaphors andtechnology

HCIknowledge

aboutinformation

designClaims analysis: features ofthe information design with key

implications for use+/-

SBD andInformationDesign

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Execution

Action plan

Systemgoal

Last month’sbudget... ?

Interpretation

PerceptionMakingsense GULF OF

EVALUATION

GULF OFEXECUTION

Stages of Action in HCIfocus ofinformationdesign

focus ofinteractiondesign

Last month’sbudget... ?

Making Sense of an Information Display

color, shading, linescharacters, squares,spatial organization

Excel worksheet, a cellis selected, formula isdisplayed at top

Income worksheet,Total tax income is beingcalculated, the wrong multiplier is being used

Making Sense

Interpretation

Perception

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Analogy to verbalcommunication1. Hear

Sound waves Syllables

2. Parse Syntax Language = vocabulary + grammar

3. Understand Semantics, meaning

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Human Vision Highest bandwidth sense (100 MB/sec) Dominant sense (50% of brain involved in

processing visual information) Parallel processing Pre-attentive Pattern recognition Extends memory and cognitive capacity People think visually Visual attention (fovea vs. periphery,

saccades)

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Perception Visually encode information Vision:

lines, shapes, colors “extracted” grouped as rows, columns, grids, … very fast, generally with no conscious thought

Design goal: make perceptual process rapid and accurate

Which state has highest income? Relationship between income and education? Outliers?

Per Capita Income

Colle

ge D

egre

e %

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Gestalt Principles ofPerception

Proximity Similarity

Closure Area

Symmetry Continuity

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Gestalt in User InterfaceDesign

Try the “squint test”...What principles are in action?

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Minimal significant difference To organize information, elegant

designs exploit: position, thematic repetition, low-key color

schemes, and white space, Instead of:

lines, boxes, and labels

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Interpretation Results of perception are recognized Visual language

Design goal: make the interpretationprocess rapid and accurate

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Leveraging Familiarity Familiar “vocabulary”:

Widgets Text Labels Speak the user’s language

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Images: Realism andRefinement Abstract:

Road signs Refined for speed

Realistic images Accurate and memorable but are more complex, take longer to process

Remove unnecessarydetail

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Leveraging Affordances An affordance gives clues about how to

use an object door knob, steering wheel, pen scrollbar, title bar, window “handles” pointer feedback

Visible vs. popup

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Affordances

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Making Sense of Information Connecting to user tasks:

Do I understand what the system is telling me? Were my actions successful? Have I made progress?

Build the “big picture”

Design goal: help the user makeconnections between UI information and taskgoals Execution/evaluation cycle

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Consistency Internal consistency (within a system)

On the same screen: button shape, labels, fonts, From screen to screen: UI controls, layout Vocabulary consistency: e.g. “previous/next”

instead of “previous/down” External consistency (between systems, or

with real world) Why?

More rapid/accurate pattern recognition More confident interaction behavior Transfer of learning

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Information Integration

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VisualMetaphors A physical

calculator as avisual metaphor

What is good or badabout this design?

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Information Models An “information space” or structure that

users navigate Common models:

spatial: timelines (1D), maps (2D), VR (3D) tabular: lists, tables, databases hierarchy: menu systems, folders, index pages directed graph: hypertext, web

Which network is easier to understand?

Menu Guidelines

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Breadth vs. Depth Broad-shallow vs. narrow-deep Depth = logbranchingFactor numPages Usability: max depth ≈ 3-4

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Where to put knowledge In the head

memory (long-term or working?) what level of precision?

In the world “external storage” for a user problem of display clutter

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Short-term memory load Remember the “magical number 7+/- 2” Chunking of information

My goal:find ratingsconcerningSony Vaiolaptops