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Principles
Usability Goals
User Experience Goals
Generic Design Principles
Usability Goals
• Designers produce primary usability objectives
throughout the process of requirements gathering
• Should the system promote efficiency over
creativity, both, or any other objective?
• These primary objectives are referred to as usability
goals and user experience goals
• A usability goal addresses the issue of meeting a
specific usability criteria
• A user experience goal is concerned with the
quality of the user’s experience with the system
Product Specific
Guidelines
• Consistency • Flexibility
• Simplicity
9/27/2012 Comp 3020 - HCI 1 (PPI) 36
Design Principle #1 - Visibility
• For more detailed descriptions read Don Norman’s
“The Design of Everyday Things”
• Visibility
– Advocates the use of making core user functions clearly
apparent (toolbars vs. menus), hides secondary user
functions
– Visible properties guides users into what to do next
– Structure enhances visibility
What’s it
> Doit Time for
doing? > Doit
This will take coffee.
5 minutes...
What mode
am I in now?
What did I
select? How is the
system
interpreting
my actions?
Cancel
– Consistent input
• consistent syntax across complete system
• “Ctrl+C”/“Ctrl+V” for Copy/Paste in Windows
CONNECT MODEM
9/27/2012 Comp 3020 - HCI 1 (PPI) 52
Design Principle #5 -
Consistency
Is this a
button?
My program gave
That’s
me the message No, no… Rsdrd
restricted But surely
Rstrd Info. you can tell Info stands for
informatio
What does it “Restricted
n me!!!
mean? Information”
How long would it take an average user to read this? Is this within
our capacity for short-term memory? Might chunking the information help any?
• Errors we make
– Mistakes:
• arise from conscious deliberations that lead to an error
instead of the correct solution
– Slips:
• unconscious behavior that gets misdirected en route to
satisfying a goal, e.g. drive to store, end up in the office
I can’t
believe I
pressed
Yes...
• Loss of activation
– forgetting what the goal is while undergoing the sequence
of actions
• start going to room and forget why you are going there
• navigating menus/dialogs and can’t remember what you are
looking for
• but continue action to remember (or go back to beginning)!
9/27/2012 Comp 3020 - HCI 1 (PPI) 74
Types of slips
• Mode errors
– people do actions in one mode thinking they are in
another
• refer to file that’s in a different directory
• look for commands / menu options that are not relevant
• Warn
– warn people that an unusual situation is occurring
– when overused, becomes an irritant
• e.g.: audible bell, alert box
• Self-correct
– system guesses legal action and does it instead
– but leads to a problem of trust
• spelling corrector
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Generic system responses for errors
• Do nothing
– illegal action just doesn’t do anything
– user must infer what happened
• enter letter into a numeric-only field (key clicks ignored)
• put a file icon on top of another file icon (returns it to original
position)
• Teach me
– system asks user what the action was supposed to have meant
– action then becomes a legal one
• Learning systems
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Be helpful with error messages
– SYNTAX ERROR
– INVALID FILE NAME
– INVALIDE DATA
– DRIVE ERROR: ABORT, RETRY OR FAIL?
• Strategies:
– Cancel button (for dialogs waiting for user input)
– Universal Undo (can get back to previous state)
– Interrupt (especially for lengthy operations)
Core
– Quit (for leaving the program at any time) Dump
• Strategies:
– keyboard and mouse accelerators
• abbreviations
• command completion
• menu shortcuts
• function keys
• double clicking vs menu selection
– navigation jumps
• e.g., going to window/location directly, and avoiding
intermediate nodes
– type-ahead (entering input before the system is ready for it)
– history systems
• WWW: ~60% of pages are revisits
9/27/2012 Comp 3020 - HCI 1 (PPI) 88
Design Principle #12 - Flexibility
Keyboard
accelerators for
menus
Customizable
toolbars and
palettes for
frequent actions
Double-click
raises toolbar
dialog box
Double-click
raises object-
specific menu
Scrolling controls
9/27/2012 Comp 3020 - HCI 1 (PPI) for page-sized 89
increments
Design Principle #13 – Provide
Help
• Help is not a replacement for bad design!
• Simple systems:
– walk up and use; minimal instructions
– on-line hypertext
• search / find
• table of contents
• index
• cross-index
– tooltips (hints)
• text over graphical items indicates their meaning or
purpose
• Tips
– migration path to learning system features
– also context-specific tips on being more efficient
– must be “smart”, otherwise boring and tedious
• A set of 13 principles