User Interface Design: Definitions, Processes and Principles
User Interface Design: Definitions, Processes and Principles
DESIGN
Definitions, processes and principles
3. Design principles
5. Design exercise
1. DEFINITIONS
• What is a user interface?
PLUS
• What users do and what they say they actually do may well be
different (c.f. Jakob Nielsen’s First Rule of Usability).
• Identify trends: what are user goals and how can these be
supported—identify by analysing interests and
behaviours, stated and unstated goals.
http://www.useit.com/papers/heuristic/heuristic_list.html
4. WHY YOU SHOULD CARE
4.1 Finance
4.2 Impact
4.3 Ethics
4.1 FINANCE
• Cost savings of usability testing.
• For commercial organisations, greater usability leads to
increased sales and greater competitive advantage.
• For non-profits, “conversion rates” (e.g. transforming a
casual user to a signed-up and engaged user) are still
important: a resource that addresses the needs of its
users is more likely to lead to greater use and (repeated)
engagement.
• Justify the use of limited funds.
• Reduce support costs.
4.2 IMPACT
• Increased user engagement in design can lead to more
user-focused resources which in turn can increase a
resource’s impact.
• Old Bailey Online:
• JISC funded user engagement exercise: resource was not being
well-used by academic community.
• Study resulted in creation of sets of tools aimed at teachers and
researchers.
• Impact important consideration when creating funding
applications.
• Toolkits for measuring impact of digital resources, e.g.
TIDSR: Toolkit for the Impact of Digitised Scholarly
Resources (Oxford Internet Institute).
4.3 ETHICS
• All resources have users or potential users.
• Users may battle with a difficult UI if your resource is
unique enough but why should they?
• Jef Raskin, The Humane Interface (2000): laws of
interface design:
• A computer shall not harm your work or, through inactivity, allow
your work to come to harm.
• A computer shall not waste your time or require you to do more
work than is strictly necessary.
FINALLY
• There are plenty of terrible user experiences
already, don’t add to them.
• Engage with users and follow established design
processes and principles.
• Start noticing the good and bad user experiences you
encounter every day.
http://dilbert.com/strips/comic/2009-03-21/
David Little
david.little@kcl.ac.uk
DESIGN EXERCISE
• Suggest up to three changes to the CCED search screen
which would assist amateur local historians.