C40 L12interfacenotes
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CSCC40 Analysis and Design of Information Systems user interface design
University of Toronto at Scarborough pg 1/2
Why is user interface design important?
most business applications consists of 40-60% interface management
interfaces are becoming more complex (3-D, virtual reality…)
good design:
reduces input and usage errors
lowers the cost of system support
makes users more productive
Why are user interfaces so poor?
inadequate training of people developing user interfaces
diversity of knowledge required to design good interfaces
rapid technological advances making programming difficult
poor communications between users, analysts and programmers
unwillingness to pay for expertise or field testing, so programmers are left to design screens
software engineers’ ignorance of usability and how to measure it
The impact of bad interface design can be measured in dollars.
For an employer, the cost of an employee is approximately double his or her salary. So an average annual
cost may be $100,000. For an 8-hour day and 250 working days per year, this translates to $50/hour
($0.83/minute or $0.0138/second) per employee.
100 screens/day * 10 sec. wasted/screen $3,450/year per user
60 unnecessary menu selections/day * 2 sec./selection $414/year per user
2 new application to learn/year * 2 extra training days/application $1,600/year per user
50 preventable errors/year * 15 minutes/error $625/year per user
$6,089/year per user
With 20 users, the cost per year is over $100,000/year. That’s one employee.
What must we know about users?
Some basic human characteristics: So, we should build interfaces that:
we are more likely to learn by copying or asking
allow people to learn by using them
than by reading
we all build our own models of the world
suggest correct models
and what is should be like
learning is hard rely on prior learning
What are the characteristics or a well-designed interface?
affordances
makes operation visible
design itself describes what the user can do with it
good example – the garbage can icon
poor example – the floppy disk icon for my laptop (it has no floppy drive)
CSCC40 Analysis and Design of Information Systems user interface design
University of Toronto at Scarborough pg 2/2
mapping functions
the design in some way shows a mapping between the intended us for the tool and the action of the
underlying technology
good example – presentation of the font to be selected in the form/shape of the font
poor example – function keys in general since their sequence is arbitrary
mental models
the underlying understanding that a person has about how a technology or a device works so that the user
has some idea that if they perform action A, then event B will follow
good example – WYSIWYG what you see if what you get
poor example – extra functions on a telephone
forcing functions
the design that prevent users from taking action which are inappropriate or which could lead to error
good example – graying out non-applicable selections in a menu
poor example – Unix allows every command as long as it’s typed correctly
feedback
a response is given to users indicating that an action is completed or in error
good example – reverse video for selected icons
poor example – Latex and other text formatting systems
automatic learning
a design that forces learning on the user by offering repetitive patterns of user action or screen displays
good example – consistent placement of menu items and icons (MS Windows)
poor example – a confirmation action that always requires a carriage return
dialogue modes
menu selection – user selects one option from a list
instruction sets – user enters commands
question/answer – user responds to choices until desired action is reached
graphic-based – combination or options, commands, icons, etc.
steps in designing user interfaces
plan
identify what needs to be learned
do highest risk items first
identify users tasks to be performed through the interface
select the most appropriate mode(s)
prototype
prototype the entire dialogue (paper mockups and/or “active” screens)
identifying all action and feedback
measure
have several users work with the prototype
measure the time they take
map the actions they take
learn
get feedback from users
evaluate the measurements and mapping and look for improvement
go back to first step if improvements can be made
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