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Interfaces Interfaces All man-made environments are interfaces - Design determines how well its users can achieve their goals and tasks - Environments are interfaces because they provide information that guide user decisions Interfaces Book chapters 7 and 14 : a lot of outdated ‘knowledge’ e.g....

Interfaces Interfaces All man-made environments are interfaces - Design determines how well its users can achieve their goals and tasks - Environments are interfaces because they provide information that guide user decisions Interfaces Book chapters 7 and 14 : a lot of outdated ‘knowledge’ e.g. Norman (1986) ‘gulf of execution & gulf of evaluation’ Ultimately boils down to a simple non-surprising take-home message! Today - Several useful design principles - I will present various topics - You will come up with a design, using principles - 2nd part of meeting: Present designs! Good design... considers perception expectation attention memory Perception 1) 2) Reduce signal-to-noise ratio contrast, size, illumination, etc. (SDT!) Don’t refer to more than 5 things with a single sensory dimension 3) Take top-down processing into account 4) Redundancy gain: convey information in multiple ways 5) Make things discriminable Expectation 6) Realism: display elements should correspond to the real world 7) Realism – moving edition Attention 8) Minimize access cost (i.e., navigating from one important location to another shouldn’t take effort) 9) Proximity compatibility 10) Divide processing load among the senses Memory 11) Balance memory and perception: we do not have to memorize what we can see, and vice versa 12) Aid predictions (same as principle 11) 13) Safeguard consistency Perception 1) 2) Reduce signal-to-noise ratio contrast, size, illumination, etc. Expectation (SDT!) Don’t refer to more than 5 things with a single sensory dimension 3) Take top-down processing into account 4) Redundancy gain: convey information in multiple ways 5) Make things discriminable Attention 8) Minimize access cost (i.e., navigating from one important location to another shouldn’t take effort) 9) Proximity compatibility 10) Divide processing load among the senses 6) Realism: display elements should correspond to the real world 7) Realism – moving edition Memory 11) Balance memory and perception: we do not have to memorize what we can see, and vice versa 12) Aid predictions (same as principle 11) 13) Safeguard consistency Perception 1) 2) Reduce signal-to-noise ratio contrast, size, illumination, etc. Expectation (SDT!) Don’t refer to more than 5 things with a single sensory dimension 3) Take top-down processing into account 4) Redundancy gain: convey information in multiple ways 5) Make things discriminable Attention 8) Minimize access cost (i.e., navigating from one important location to another shouldn’t take effort) 9) Proximity compatibility 10) Divide processing load among the senses 6) Realism: display elements should correspond to the real world 7) Realism – moving edition Similar things in Ch. 14 Table 1 Memory 11) Balance memory and perception: we do not have to memorize what we can see, and vice versa 12) Aid predictions (same as principle 11) 13) Safeguard consistency Not all environments are designed for our benefit... 6 topics Come up with a design improvement (that would benefit us) 1) What would the ideal, perfectly navigable supermarket look like? 6 topics Come up with a design improvement (that would benefit us) 2) Can touchscreen dashboards be successful and safe? 6 topics Come up with a design improvement (that would benefit us) 3) Can the VU entrance be improved? 6 topics Come up with a design improvement (that would benefit us) 4) Is Spotify a good interface? Can it be improved? 6 topics Come up with a design improvement (that would benefit us) 5) How good (or bad) is the OpenSesame interface? 6 topics Come up with a design improvement (that would benefit us) 6) Which travel broker is better, Booking.com or Trivago? 6 topics 1) Ideal supermarket 2) Touchscreen car dashboards 3) VU entrance 4) Spotify 5) OpenSesame 6) Travel brokers

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design principles interfaces human-computer interaction
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