Human-Computer Interaction Chapter 5 PDF

Summary

This document is a chapter from a Human-Computer Interaction textbook, specifically focusing on user actions and controls within software interfaces. It discusses the technical and cultural considerations of effective interface design, emphasizing affordances and presenting information.

Full Transcript

chapter 5 User Actions and Controls user action and control entering information knowing what to do affordances entering information Name: Alan Dix Address: Lancaster forms, dialogue...

chapter 5 User Actions and Controls user action and control entering information knowing what to do affordances entering information Name: Alan Dix Address: Lancaster forms, dialogue boxes  – presentation + data input – similar layout issues Name: Alan Dix – alignment - N.B. different label lengths Address: Lancaster logical layout – use task analysis (ch15) – groupings ? Name: Alan Dix Address: Lancaster – natural order for entering information top-bottom, left-right (depending on culture) set tab order for keyboard entry N.B. see extra slides for widget choice knowing what to do what is active what is passive – where do you click – where do you type consistent style helps – e.g. web underlined links labels and icons – standards for common actions – language – bold = current state or action affordances mug handle psychological term ‘affords’ for physical objects grasping – shape and size suggest actions pick up, twist, throw – also cultural – buttons ‘afford’ pushing for screen objects – button–like object ‘affords’ mouse click – physical-like objects suggest use culture of computer use – icons ‘afford’ clicking – or even double clicking … not like real buttons! appropriate appearance presenting information aesthetics and utility colour and 3D localisation & internationalisation localisation & internationalisation Internationalization is the process of designing a software application so that it can be adapted to various languages and regions without engineering changes. Localization is the process of adapting internationalized software for a specific region or language by translating text and adding locale-specific components. presenting information purpose matters name size – sort order (which column, numeric alphabetic) chap10 chap1 17 12 – text vs. diagram chap10 chap5 12 16 chap11 chap1 51 17 – scatter graph vs. histogram chap12 chap14 262 22 chap13 chap20 83 27 use paper presentation principles! chap14 chap8 22 32 …… … but add interactivity – softens design choices e.g. re-ordering columns ‘dancing histograms’ Aesthetics and utility aesthetically pleasing designs – increase user satisfaction and improve productivity beauty and utility may conflict – mixed up visual styles  easy to distinguish – clean design – little differentiation  confusing – backgrounds behind text … good to look at, but hard to read but can work together – e.g. the design of the counter – in consumer products – key differentiator (e.g. iMac) colour and 3D both often used very badly! colour – older monitors limited palette – colour over used because ‘it is there’ – beware colour blind! – use sparingly to reinforce other information 3D effects – good for physical information and some graphs – but if over used … e.g. text in perspective!! 3D pie charts bad use of colour over use - without very good reason (e.g. kids’ site) colour blindness poor use of contrast do adjust your set! – adjust your monitor to greys only – can you still read your screen? across countries and cultures localisation & internationalisation – changing interfaces for particular cultures/languages globalisation – try to choose symbols etc. that work everywhere simply change language? – use ‘resource’ database instead of literal text … but changes sizes, left-right order etc. deeper issues – cultural assumptions and values – meanings of symbols e.g tick and cross … +ve and -ve in some cultures … but … mean the same thing (mark this) in others   prototyping iteration and prototyping getting better … … and starting well prototyping you never get it right first time if at first you don’t succeed … OK? design prototype evaluate done! re-design pitfalls of prototyping moving little by little … but to where Malverns or the Matterhorn? 1. need a good start point 2. need to understand what is wrong

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