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Introduction
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Principles of usability
general understanding
Design patterns
capture and reuse design knowledge
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principles
abstract design rules
An interface should be
easy to navigate
standards
specific design rules
high authority
limited application
increasing generality
increasing generality
Standards
increasing authority
increasing authority
guidelines
resolve
lower authority
more general application
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increasing generality
Design rules
suggest how to increase usability
differ in generality and authority
increasing generality
Standards
increasing
increasingauthority
authority
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Standards
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Standards
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STANDARDS
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ISO 9241
Contains 17 parts:
Part 1 General introduction
Part 2 Guidance on task requirements
Part 3 Visual display requirements
Part 4 Keyboard requirements
Part 5 Workstation layout and postural requirements
Part 6 Environmental requirements
Part 7 Display requirements with reflections
Part 8 Requirements for displayed colours
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ISO 9241
Part 9 Requirements for non-keyboard input
devices
Part 10
Dialogue principles
Part 11
and
Part 12
Presentation of information
Part 13
User guidance
Part 14
Menu dialogues
Part 15
Command dialogues
Part 16
Part 17
Form-filling dialogues
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Guidelines
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Guidelines
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Shneidermans 8 Golden
Rules
1. Strive for consistency
2. Enable frequent users to use shortcuts
3. Offer informative feedback
4. Design dialogs to yield closure
5. Offer error prevention and simple error
handling
6. Permit easy reversal of actions
7. Support internal locus of control
8. Reduce short-term memory load
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Platfor
m
System
Type
Cultural
Region
The
World
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MS Word, WordPress,
eBay,
iPhone/iPad, Windows,
car nav,
home appliance, car,
TV,
(scripts, script direction,
)
rocker switch, dial ,
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Bad example:
website colors of visited links and
unvisited links
Good example:
- Window control buttons
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Keyboard shortcuts
Hidden Power User
features
Automation
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Good example:
CTRL-(x,c,v) :Microsoft applications
for cut, copy and paste (consistency
principle also)
Bad examples:
- Notepad does not provide CTRL-s for
save files.
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Relevant
Fits importance and urgency
Comprehensible and meaningful
Within appropriate context (time
& place)
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0,1 s 1,0 s 10 s
Experiencing
cause and effect
Taking turns in
a conversation
Typical human
attention span
Respond to
mouse click,
key press,
Open window,
bring up progress
bar / spinner,
Wake machine,
load file into
app,
start printing,
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Bad example:
- Text editor that allows you to type
during auto-save is in progress, but you
will not see on the screen in a few
seconds
Good example:
- Color selection during the Paint
program allows automatic feedback if
user change the color
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Example
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Good Examples:
if the user select an existing file name when save the
file, a dialog box will come out to check if the old file
should be replaced or not.
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Recoverability
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Modal
Non-
Dialog box
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Hotel
Alarm
Clocks
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Minimalism
Clear structure:
windows, dialogs, app in its
entirety
Recognition over Recall
Implicit help
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Chunks of Information
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Nielsens Heuristics
10 heuristics evaluation
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Nielsens Heuristics
1. Visibility of system status
2. Match between system and the real world
3. User control and freedom
4. Consistency and standards
5. Error prevention
6. Recognition rather than recall
7. Flexibility and efficiency of use
8. Aesthetic and minimalist design
9. Help users recognise, diagnose and recover from
errors
10. Help and documentation
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Summary:
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Exercise
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