Podcast
Questions and Answers
What should be prioritized when preventing errors in interface design?
What should be prioritized when preventing errors in interface design?
- Fixing small, frequent errors first
- Offering solutions to problems later
- Preventing bigger errors before smaller ones (correct)
- Reducing memory load of the users
Which of the following is NOT one of the Golden Rules of Interface Design?
Which of the following is NOT one of the Golden Rules of Interface Design?
- Offer informative feedback
- Keep users in control
- Encourage frequent mistakes (correct)
- Prevent entering illegal characters
What is a suggested approach to prevent slips in interface design?
What is a suggested approach to prevent slips in interface design?
- Offer helpful constraints and good defaults (correct)
- Increase user memory burden
- Allow all user inputs without restrictions
- Provide complex controls
Which principle emphasizes the importance of user awareness in interface design?
Which principle emphasizes the importance of user awareness in interface design?
What should be the focus when offering instructions for user recovery from errors?
What should be the focus when offering instructions for user recovery from errors?
Which principle suggests that users should have the option to exit a program at any time?
Which principle suggests that users should have the option to exit a program at any time?
What is the main focus of the rule 'reduce short-term memory load'?
What is the main focus of the rule 'reduce short-term memory load'?
Which of the following best exemplifies the principle of 'affordance' in design?
Which of the following best exemplifies the principle of 'affordance' in design?
Which rule typically addresses the feedback provided to users after they perform an action?
Which rule typically addresses the feedback provided to users after they perform an action?
What does the principle 'strive for consistency' imply in the context of user interface design?
What does the principle 'strive for consistency' imply in the context of user interface design?
Which principle focuses on ensuring users are aware of the functions available at any moment?
Which principle focuses on ensuring users are aware of the functions available at any moment?
Which principle emphasizes the use of language and symbols relatable to the intended audience?
Which principle emphasizes the use of language and symbols relatable to the intended audience?
When is it suggested that entering information may be preferred over selecting options?
When is it suggested that entering information may be preferred over selecting options?
What are the goals of design in Human-Computer Interaction?
What are the goals of design in Human-Computer Interaction?
What characterizes guidelines in the context of design solutions?
What characterizes guidelines in the context of design solutions?
Which of the following describes principles in design?
Which of the following describes principles in design?
What type of evaluations do expert reviews and heuristics belong to?
What type of evaluations do expert reviews and heuristics belong to?
Which of these best describes theories in design?
Which of these best describes theories in design?
What is the primary function of usability testing in design evaluation?
What is the primary function of usability testing in design evaluation?
Which of the following is NOT a part of generating design solutions?
Which of the following is NOT a part of generating design solutions?
What do controlled experiments primarily help evaluate in design?
What do controlled experiments primarily help evaluate in design?
What is the highest level of understanding in Foley and van Dam's Four-level Approach?
What is the highest level of understanding in Foley and van Dam's Four-level Approach?
Which level in the Four-level Approach deals with the meanings of user commands and computer outputs?
Which level in the Four-level Approach deals with the meanings of user commands and computer outputs?
What principle is emphasized to reduce learning time and errors in Human-Computer Interaction?
What principle is emphasized to reduce learning time and errors in Human-Computer Interaction?
Which design principle incorporates understanding user skill levels and task identification?
Which design principle incorporates understanding user skill levels and task identification?
What does the lexical level in Foley and van Dam's model focus on?
What does the lexical level in Foley and van Dam's model focus on?
Which of the following aspects is NOT a component of consistency in design?
Which of the following aspects is NOT a component of consistency in design?
How many primary interaction styles are considered fundamental in design principles?
How many primary interaction styles are considered fundamental in design principles?
Which of the following is included in the eight golden rules of interface design?
Which of the following is included in the eight golden rules of interface design?
Which interaction style involves using graphical elements to manipulate objects directly?
Which interaction style involves using graphical elements to manipulate objects directly?
What principle states that user actions should be visible and alternatives should be clear?
What principle states that user actions should be visible and alternatives should be clear?
According to Norman’s principles, what is a common user failure related to goal formation?
According to Norman’s principles, what is a common user failure related to goal formation?
What is the primary purpose of designing dialogs to yield closure?
What is the primary purpose of designing dialogs to yield closure?
Which principle emphasizes maintaining a consistent interface across similar products?
Which principle emphasizes maintaining a consistent interface across similar products?
To help users manage their cognitive load, which design principle is least effective?
To help users manage their cognitive load, which design principle is least effective?
Which design rule advocates for actions that can be easily reversed?
Which design rule advocates for actions that can be easily reversed?
What is the goal of providing informative feedback in user interfaces?
What is the goal of providing informative feedback in user interfaces?
What aspect does 'cater to universal usability' address in the 8 Golden Rules of Interface Design?
What aspect does 'cater to universal usability' address in the 8 Golden Rules of Interface Design?
What is one of the freedoms allowed under the Creative Commons license mentioned?
What is one of the freedoms allowed under the Creative Commons license mentioned?
What is NOT a requirement under the Creative Commons license?
What is NOT a requirement under the Creative Commons license?
What should you NOT do with the material according to the license?
What should you NOT do with the material according to the license?
Which of the following is a purpose of the design guidelines mentioned?
Which of the following is a purpose of the design guidelines mentioned?
What does 'NonCommercial' mean in the context of the license?
What does 'NonCommercial' mean in the context of the license?
What must be done if someone remixes or transforms the material?
What must be done if someone remixes or transforms the material?
What is a key activity suggested for developing a proposed solution?
What is a key activity suggested for developing a proposed solution?
What does proper attribution require when using the material?
What does proper attribution require when using the material?
Flashcards
Design Principles
Design Principles
Mid-level strategies or rules for evaluating design alternatives.
Design Guidelines
Design Guidelines
Low-level advice on good design practices and avoiding pitfalls.
Design Theories
Design Theories
High-level frameworks applicable to a wide range of design and evaluation situations.
Generating Design Solutions
Generating Design Solutions
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Evaluating Generated Designs
Evaluating Generated Designs
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Usability Testing
Usability Testing
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Expert Reviews
Expert Reviews
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Controlled Experiments
Controlled Experiments
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Abowd and Beale Model
Abowd and Beale Model
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Foley and van Dam Four-level Approach
Foley and van Dam Four-level Approach
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Consistency in HCI
Consistency in HCI
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Consistency Theories (HCI)
Consistency Theories (HCI)
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Design Principles (HCI)
Design Principles (HCI)
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User Skill Levels (HCI)
User Skill Levels (HCI)
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Interaction Styles (HCI)
Interaction Styles (HCI)
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Prevent Errors (HCI)
Prevent Errors (HCI)
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Error Prevention Strategies
Error Prevention Strategies
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Constraints
Constraints
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Defaults
Defaults
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Undo Function
Undo Function
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Direct Manipulation
Direct Manipulation
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Menu Selection
Menu Selection
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Form Fill-in
Form Fill-in
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Command Language
Command Language
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Natural Language
Natural Language
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Norman's Principles
Norman's Principles
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Visible State and Action Alternatives
Visible State and Action Alternatives
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Consistent System Image
Consistent System Image
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Good Mappings
Good Mappings
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Continuous Feedback
Continuous Feedback
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Shneiderman's Golden Rules
Shneiderman's Golden Rules
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Consistency in UI Design
Consistency in UI Design
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Universal Usability
Universal Usability
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Informative Feedback
Informative Feedback
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Prevent Errors
Prevent Errors
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Easy Reversal of Actions
Easy Reversal of Actions
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Keep Users in Control
Keep Users in Control
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Reduce Short-Term Memory Load
Reduce Short-Term Memory Load
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Activity2 Goal
Activity2 Goal
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Study Notes
Introduction to Human-Computer Interaction (IT110)
- Course: Introduction to Human-Computer Interaction (IT110)
- Semester: 1st Semester, AY 2024-2025
- Instructor: Mary Joy P. Canon
- Slides by: Luigi De Russis
- Focus: Design Theory, Principles, and Guidelines
Hall of Fame or Shame?
- Interactive survey assessing user experience.
- Scale: 0-10, measuring likelihood of recommendation.
- Visual representation of user feedback (emojis).
The Four Pillars of Design
- Framework for successful UI design.
- Pillars include user requirements, guidelines & process, interface software tools, expert reviews and testing, theoretical models and algorithms, controlled experiments, and ethnographic observation.
Goals
- Generating design solutions: utilizing guidelines, principles, and theories.
- Evaluating generated designs: employing expert reviews, heuristics, usability testing, and controlled experiments.
Generating Design Solutions
- Guidelines: Practical, low-level advice on good practices and hazards to avoid.
- Principles: Mid-level strategies and rules to evaluate and compare design alternatives.
- Theories: High-level, widely applicable frameworks for design and evaluation, aiding communication and teaching.
Design Theories
- Theoretical frameworks for foundational research.
- Classifications include:
- Descriptive theories: focusing on UI elements, terminology, semantics, event sequences and relationships, guidelines, decisions, and predictive comparisons based on performance figures.
- Explanatory theories: emphasizing user's mental model, task language, articulation, interface language, core system language and performance.
Abowd and Beale Model (Explanatory)
- Model illustrates user interaction stages:
- Goal formulation.
- Planning actions.
- Specifying action sequence.
- Performing actions.
- Perceiving.
- Interpreting.
- Comparing results with goals.
- Shows gulf of evaluation and gulf of execution.
Foley and van Dam Four-Level Approach (Descriptive)
- Four levels describing interactive systems for descriptive analysis.
- Levels include: conceptual, semantic, syntactic, and lexical.
Consistency Theories (Prescriptive)
- Consistency in nouns (objects) and verbs (actions) is key to reduce learning time and errors.
- Consistent colors, layouts, icons, fonts, and button sizes are critical.
- Minor inconsistencies can be strategically used to direct attention.
Design Principles
- Key aspects considered for designing user interfaces (UI) design.
- The "What" in UI design—not the "How."
- Fundamental principles more functional and effective than guidelines.
Interaction Styles
-
Direct Manipulation: Present concepts visually, easily learned, retains information well, avoids errors, encourages exploration. (Strengths & Disadvantages noted for each).
-
Menu Selection: Learning is short, reduces keystrokes, structures decision-making, accommodates error handling. (Strengths & Disadvantages noted for each).
-
Form Fill-in: Simplifies data entry, requires modest training, useful assistance, permits form management tools.(Strengths & Disadvantages noted for each).
-
Command Language: Highly flexible, useful for power users, promotes user initiative, accommodates custom macros.(Strengths & Disadvantages noted for each).
-
Natural Language: Least learning burden, relieves syntax burden (Strengths & Disadvantages noted for each).
Norman's Principles from Action Models
- Good design principles:
- Visibility: Action alternatives and current state are revealed.
- Conceptual Model: A coherent, consistent system image, including intuitive relationships.
- Mappings: Clear relationships between actions and results.
- Feedback: Continuous feedback of progress, such as with a download bar.
The 8 Golden Rules of Interface Design
- Consistency: Similar situations lead to similar actions.
- Universal Usability: cater for diverse users.
- Informative Feedback: Immediate and relevant feedback.
- Dialog Closure: Clear signals of completion.
- Preventing Errors: Minimize possibility of wrong actions.
- Easy Reversal of Actions: Undo/Redo options vital for correcting mistakes.
- Control and Control over Tasks: Give users control.
- Reduce Memory Load: Minimize short-term memory demand.
Consistency - Action Items
- Maintain internal (within a single product family) and external (industry-standard) consistency.
Internal Consistency
- Microsoft Office applications (365 Suite).
Consistency with Mental Models
- Elevator buttons (consistent across multiple buildings).
Consistency of Interpretation
- Order timing (designing interface displays for current/future statuses).
Inconsistency for Drawing Attention
- Varying colors (e.g., in error areas) for attracting attention.
Prevent Errors - Action Items
- Prioritize major errors to be less frustrating.
- Use helpful constraints.
- Reduce memory burdens (use undo).
- Provide solutions for problems.
Error Prevention
- Examples of error prevention in login fields.
- Preventing accidental errors: clear error messages.
Permit Reversal of Actions – Action Items
- Support undo and redo, with a clear "cancel" choice.
- Avoid interfering with work processes.
Keep Users in Control – Action Items
- Focus interface content on essentials.
- Prevent unnecessary distractions.
- Prioritize necessary actions and features.
- Allow easy quit/cancel actions.
Offer Informative Feedback – Action Items
- Users should always be aware of current status.
- Convey results immediately.
- Present feedback relevant to the current task
- Use clear communication for confidence building.
Informative Feedback - Examples
- Example of good vs bad feedback.
- Displays the current status to the user (e.g., file downloading, login).
Design Dialogs to Yield Closure – Action Items
- Simplify language
- Apply user research for familiarity with terms and technology
- Supply users with clear options for next steps.
Dialogue
- The "Copying files…" progress bar during installations.
Prevent errors
- Avoid possible errors, disable unusable buttons, prevent illegal character entry.
Guidelines for Augmented Reality
- The user should be able to use the entire display to display the surroundings and the application's virtual objects.
- Realistic 3D assets to visually enhance the reality of interactions
- Minimizing visual text, showing only necessary information for interactions.
Design Principles by Benyon (1)
- Learnability: Helping others learn the system.
- Visibility: Making elements and options evident in the app.
- Consistency: Consistency in use of terms, objects, and actions.
- Familiarity: Use familiar terminology and objects for users.
- Affordance: Allow actions to be clear from the object appearance (e.g., buttons to be pushed).
Design Principles by Benyon (II)
- Effectiveness: Making the task easily understood and manageable.
- Navigation: Using maps, directional signs to assist users within the GUI environment.
- Control: Provide clear control for interactions; ensuring clear mappings and actions.
- Feedback: Ensuring feedback and feedback mechanisms are present.
Design Principles by Benyon (III)
- Safety and Security: Provide recovery and constraints to limit errors.
- Accommodation: Provide flexibility to accommodate users needs.
- Flexibility: Providing a user experience suitable to the user.
- Style: Visually appealing to users, creating a comfortable interaction design.
- Conviviality: Ensuring the system is friendly and welcoming to the users.
Norman's Seven Principles
- Use both knowledge to aid the user experience (world and head).
- Task structuring.
- Making tasks or things visible.
- Correct Mapping of objects to actions in the app or software.
- Exploiting constraints (natural and artificial).
- Design for errors that can be easily fixed.
- Standardizing to provide consistent experiences.
First Principles of Interaction Design
- Aesthetics, anticipation, autonomy, color, consistency, defaults, discoverability, efficiency, explorable interfaces, Fits's law, human interface objects, latency reduction, learnability, metaphors, protect user's work, readability, simplicity, state track-it, visible interfaces are considered essential in the creation of a user interface.
Design Guidelines Shared Language
- Shared language for terminology usage, appearance, and action sequences for consistency.
Design Guidelines Concrete Suggestions
- Concrete suggestions on implementing the principles for best practice
- Often rule-based and based on best practices
Design Guidelines Encapsulating Experience of Expert Designers
- Experienced designers' shared knowledge embedded in guidelines.
Web Style Guide
- Provides detailed guidelines for typography, images, layouts, etc.
Web Content Accessibility Guidelines (WCAG)
- International standard for web accessibility.
U.S. Government Mobile User Experience Guidelines
- Providing mobile user experience.
U.K. Government Design System
- Design system for consistency across GOV.UK services
Italian Government Guidelines and Design System
- Guidelines for Italian government websites and design.
Apple HIG (Human Interface Guidelines)
- Apple's guidelines for designing user interface for all Apple product platforms
Microsoft «Fluent» Design System
- Design system for simplicity and coherence across Microsoft platforms.
Google Material Design
- Open-source design system for designing and building attractive, usable products.
Guidelines for Human-Al Interaction
- Guidelines for designing systems for Human-Al interaction; examples presented.
Guidelines for Augmented Reality
- Creating a comfortable and engaging user experience with specific tips on using the entire display, convincing illusions, auditory and haptic feedback, and minimal text
References and Acknowledgments/Project Credits
- Citations for concepts used and credits for contributing to the project.
- Supporting documents to acknowledge all contributions.
Activity 1-Application of Guidelines in HCI
- Applying HCI principles to specific tasks.
Activity 2 -Design Guidelines for Chosen Solution
- Using design guidelines to guide solution implementation.
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