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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
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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