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BSIT(1)-2nd Semester
Introduction to Human-Computer Interaction
Lesson 5
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Cards (44)
The goal of Interaction design
Designing
for
maximum
usability
General understanding
Principles of
usability
Direction for Design
Standards
and
Guidelines
Capture and reuse design knowledge
Design
patterns
Types of Design Rules:
Principles
Standards
Guidelines
Abstract design rules
Low Authority
High generality
Principles
Specific design rules
High authority
Limited application
Standards
Lower authority
More general application
Guidelines
Principles to Support usability:
Learnability
Flexibility
Robustness
The ease with which new users can begin effective interaction and achieve maximal performance
Learnability
The multiplicity of ways the user and system exchange information
Flexibility
The level of support provided the user in determining successful achievement and assessment of goal-directed behavior
Robustness
Principles of learnability:
Predictability
Synthesizability
Familiarity
Generalizability
Consistency
Determining effect of future actions based on past interaction history
Operation visibility
Predictability
Assessing the effect of past actions.
Immediate vs eventual honesty.
Synthesizability
How prior knowledge applies to new system.
Guessability; affordance.
Familiarity
Extending specific interaction knowledge to new situations
Generalizability
Likeness in input/output behavior arising from similar situations or task objectives
Consistency
Principles of Flexibility:
Dialogue
initiative
Multithreading
Task
migratability
Substitutivity
Customizability
Freedom from system imposed constraints on input dialogue
System vs user pre-emptiveness
Dialogue
initiative
Ability of system to support user interaction for more than one task at a time.
Concurrent vs interleaving; multimodality.
Multithreading
Passing responsibility for task execution between user and system
Task
Migratability
Allowing equivalent values of input and output to be substituted for each other.
Representation multiplicity; equal opportunity.
Substitutivity
Modifiability of the user interface by user (adaptability) or system (adaptivity).
Customizability
Principles of Robustness:
Observability
Recoverability
Responsiveness
Task
conformance
Ability of user to evaluate the internal state of the system from its perceivable representation.
Browsability; defaults; reachability; persistence; operation visibility
Observability
Ability of user to take corrective action once an error has been recognized.
Reachability; forward/backward recovery; commensurate effort.
Recoverability
How the user perceives the rate of communication with the system.
Stability
Responsiveness
Degree to which system services support all of the user's tasks.
Task completeness; task adequacy.
Task
conformance
Suggest how to increase usability.
Differ in generality and authority.
Design
Rules
Defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks.
ISO
9241
More suggestive and general.
Guidelines
Abstract guidelines applicable during early life cycle activities.
Principles
Detailed Guidelines applicable during later life cycle activities.
Style
Guides
"Broad brush" design rules.
Useful check list for good design.
Better design using these using nothing!
Golden
rules
and
heuristics
Collections of Golden rules and Heuristics:
Nielsen's
10
Heuristics.
Shneiderman's
8
Golden Rules.
Norman's
7
Principles
Shneiderman's 8 Golden rules:
Strive for
consistency
Enable frequent users to use
shortcuts
Offer
informative
feedback
Design dialogs to yield
closure
Offer
error
prevention
and simple
error
handling
Permit easy
reversal
of
actions
Support
internal
locus
of
control
Reduce
short-term
memory
load
Norman's 7 Principles:
Use both
knowledge
in the
world
and
knowledge
in the
head
Simplify
the
structure
of tasks
Make things
visible
: bridge the gulfs of Execution and Evaluation
Get the
mappings
right
Exploit the power of
constraints
, both
natural
and
artificial
Design
for
error
When all else fails,
standardize
An approach to reusing knowledge about successful design solutions
HCI
design
patterns
Is an invariant solution to a recurrent problem within a specific context.
Pattern
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