Uid Mod 2l
Uid Mod 2l
Uid Mod 2l
• Talk with users about their problems, difficulties, wishes, and what works well
now. Establish direct contact; avoid relying on intermediaries.
• Observe users working or performing a task to see what they do, their
difficulties, and their problems.
• Have users think aloud as they do something to uncover details that may not
otherwise be solicited.
• Try the job yourself. It may expose difficulties that are not known, or expressed, by
users.
• Establish testable behavioral target goals to give management a measure for what
progress has been made and what is still required.
Understand the Business Function
• The general steps to be performed are:
• Perform a business definition and requirements analysis.
• Determine basic business functions.
• Describe current activities through task analysis.
• Develop a conceptual model of the system.
• Establish design standards or style guides.
• Establish system usability design goals.
• Define training and documentation needs.
Business Definition and Requirements Analysis
• The objective of this phase is to establish the need for a system. A
requirement is an objective that must be met.
• Such a model describes how the interface will present objects, the
relationships between objects, the properties of objects, and the actions
that will be performed.
Guidelines for Designing Conceptual Models
• Reflect the user’s mental model not the designer’s.
• Draw physical analogies or present metaphors.
• Comply with expectancies, habits, routines, and stereotypes
• Provide action-response compatibility.
• Make invisible parts and process of a system visible.
• Provide proper and correct feedback
• Avoid anything unnecessary or irrelevant
• Provide design consistency
• Provide documentation and a help system that will reinforce the
conceptual model.
• Promote the development of both novice and expert mental models.
• Defining Objects
• Determine all objects that have to be manipulated to get work done.
Describe:
• — The objects used in tasks.
• — Object behavior and characteristics that differentiate each kind of
object.
• — The relationship of objects to each other and the people using them.
• — The actions performed.
• — The objects to which actions apply.
• — State information or attributes that each object in the task must
preserve, display, or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to
manipulate
• Developing Metaphors
• A common metaphor in a graphical system is the desktop and its
components,
• Choose the analogy that works best for each object and its actions.
• Use real-world metaphors.
• Use simple metaphors.
• Use common metaphors.
• Multiple metaphors may coexist.
• Use major metaphors, even if you can’t exactly replicate them visually.
• Test the selected metaphors.
Design Standards or Style Guides
• A design standard or style guide documents an agreed-upon way of doing
something. It also defines the interface standards, rules, guidelines, and
conventions that must be followed in detailed design.
• Training may include such tools as formal or video training, manuals, online
tutorials, reference manuals, quick reference guides, and online help.
• Any potential problems can also be identified and addressed earlier in the
design process, reducing later problems and modification costs
• Documentation
• System documentation is a reference point, a form of communication,
and a more concrete design—words that can be seen and understood
based on user needs, system conceptual design, and system performance
goals.
• It will also be Creating documentation during the development progress
will uncover issues and reveal omissions that might not otherwise be
detected until later in the design process
Understand the Principles of Good Screen
Design
• A well-designed screen:
• Reflects the capabilities, needs, and tasks of its users.
• Is developed within the physical constraints imposed by the hardware
on which it is displayed.
• Effectively utilizes the capabilities of its controlling software.
• Achieves the business objectives of the system for which it is
designed.
What Screen Users Want
• An orderly, clean, clutter-free appearance.
• An obvious indication of what is being shown and what should be done
with it.
• Expected information located where it should be.
• A clear indication of what relates to what, including options, headings,
captions, data, and so forth.
• Plain, simple English.
• A simple way of finding out what is in a system and how to get it out.
• A clear indication of when an action can make a permanent change in the
data or system
Interface Design Goals
• To make an interface easy and pleasant to use, then, the goal in design is to:
• Reduce visual work.
• Reduce intellectual work.
• Reduce memory work.
• Reduce motor work.
• Minimize or eliminate any burdens or instructions imposed by technology.
The Test for a Good Design
• Can all screen elements be identified by cues other than by reading
the words that make them up?
• Can all screen elements (field captions, data, title, headings, text,
types of controls, and so on) be identified without reading the words
that identify or comprise them? That is, can a component of a screen
be identified through cues independent of its content?
• Sequentiality
• Provide sequentiality by arranging elements to guide the eye through the
screen in an obvious, logical, rhythmic, and efficient manner.
• A brighter element before one less bright.
• — Isolated elements before elements in a group.
• — Graphics before text.
• — Color before black and white.
• — Highly saturated colors before those less saturated.
• — Dark areas before light areas.
• — A big element before a small one.
• — An unusual shape before a usual one.
• — Big objects before little objects.
• Unity
• Create unity by:
• — Using similar sizes, shapes, or colors for related information.
• — Leaving less space between elements of a screen than the space
left at the margins.
• Proportion
• Create windows and groupings of data or text with aesthetically
pleasing proportions.
• Groupings
Perceptual Principles and Functional Grouping
Perceptual Principles and Functional Grouping
• Grouping Using White Space.
• Grouping Using Borders.
• Grouping Using Backgrounds.
Visual Style in Web Page Design
• Maintain a consistent and unified visual style throughout the pages of
an entire Web site.
• Base the visual style on:
• — The profile and goals of the Web site owner.
• — The profile, tastes, and expectations of the Web site user.
• Amount of Information.
• Web Page Size.
• Deciding on Long versus Short Pages.
• Scrolling and Paging
• Scrolling:
• — Avoid scrolling to determine a page’s contents.
• — Minimize vertical page scrolling.
• — When vertical scrolling is necessary to view an entire page
• Paging:
• — Encourage viewing a page through ―paging.
• — Create a second version of a Web site, one consisting of individual
screens that are viewed through ―paging.
• Distinctiveness
• Individual screen controls, and groups of controls, must be perceptually
distinct.
Screen controls:
• Should not touch a window border.
• Should not touch each other.
Field and group borders:
• Should not touch a window border.
• Should not touch each other.
Buttons:
• Should not touch a window border.
• Should not touch each other.
• A button label should not touch the button border.
• Adjacent screen elements must be displayed in colors or shades of
sufficient contrast with one another
• Focus and Emphasis
• Visually emphasize the:
• — Most prominent element.
• — Most important elements.
• — Central idea or focal point.