principles to support usability
DESCRIPTION
principles to support usability(dft3123-HCI)TRANSCRIPT
2.2 Understand design rules for interactive system
2.2.1 Standards and guidelines of design rules
Types Of Design Rules
• principles – abstract design rules – low authority– high generality
• standards – specific design rules – high authority – limited application
• guidelines – lower authority – more general application
Using Design Rules
• Design rules – suggest how to increase usability – differ in generality and authority
Standards
• set by national or international bodies to ensure compliance by a large community of designers standards require sound underlying theory and slowly changing technology
• hardware standards more common than software high authority and low level of detail
• ISO 9241 defines usability as effectiveness, efficiency and satisfaction with which users accomplish tasks
Guidelines
• more suggestive and general • many textbooks and reports full of guidelines • abstract guidelines (principles) applicable
during early life cycle activities • detailed guidelines (style guides) applicable
during later life cycle activities • understanding justification for guidelines aids
in resolving conflicts
2.2.2 Principles to Support Usability
•Learn ability•Flexibility•Robustness
Principles to Support Usability
Learn ability•The ease with which new users can
begin effective interaction and achieve maximal performance
Flexibility•The multiplicity of ways the user and
system exchange information
Robustness•the level of support provided the user
in determining successful achievement and assessment of goal-directed behavior
Principal to support usability
•Learnability•Flexibility•Robustness
Learnability
• The ease with which new users can begin effective interaction and achieve maximal performance
Principles of learnability
• Predictability • Synthesizability • Familiarity • Generalizability • Consistency
Predictability • determining effect of future actions based on
past interaction history • operation visibility
Synthesizability
• Assessing the effect of past actions • immediate vs. eventual honesty
Familiarity
• how prior knowledge applies to new system • guessability; affordance
Generalizability
–extending specific interaction knowledge to new situations
Consistency
• likeness in input/output behaviour arising from similar situations or task objectives
Flexibility
• The multiplicity of ways the user and system exchange information
Principle of Flexibility
•CUSTOMIZABILITY•SUBSTITUITIVITY•DIALOG INITIATIVE•MULTITHREADING•TASK MIGRABILITY
CUSTOMIZABILITY
• modifiability of the user interface by user (adaptability) or system (adaptivity)
SUBSTITUITIVITY
• allowing equivalent values of input and output to be substituted for each other
• representation multiplicity; equal opportunity
DIALOG INITIATIVE
• freedom from system imposed constraints on input dialogue
• system vs. user pre-emptiveness
MULTITHREADING• ability of system to support user interaction
for more than one task at a time • concurrent vs. interleaving; multimodality
TASK MIGRABILITY
• passing responsibility for task execution between user and system
Robustness
• the level of support provided the user in determining successful achievement and assessment of goal-directed behavior
Principal of Robustness
•Observability•Recoverability•Responsiveness •Task conformance
Observability
• Extent which user can evaluate the internal state of the system from the representation on the user interface.
Recoverability• Ability to take corrective action upon
recognizing error.• Forward recovery - Ability to fix when we
can’t undo.• Backward recovery - Undo previous error.
Responsiveness• Users perception of rate of communication
with system.• Response time – Time for system to respond
to user actions.
Task conformance
• System support all task user wishes to perform in their expected ways.
• Task completeness : Can system do all tasks ?
• Task adequacy : can user understand how to do tasks? and, does it allow user to define new tasks?
2.2.3 SCHNEIDERMAN’S 8 GOLDEN RULES
INTERFACE DESIGN
Strive for consistency
• Consistent sequences of actions should be required in similar situations
Enable frequent users to use shortcuts
• As the frequency of use increases, so do the user's desires to reduce the number of interactions and to increase the pace of interaction.
Offer informative feedback.
• Offering informative feedback to the users for the actions they do gives the users confidence that they are proceeding in the right direction.
Design dialog to yield closure.
• Sequences of actions should be organized into groups with a beginning, middle and end.
Offer simple error handling.
• A good interface reduces errors , there can be many ways of doing so
Automatic completion
Permit easy reversal of actions
- encourage user to explore new options- Relieve anxiety
Support internal locus of control.
• User satisfaction is high when they feel that they are in control of the system
Every one like control in their hand!
Reduce short-term memory load.
• Human processing is limited in short term memory.Therefore:
- Keep display simple- Reduce windows-motion frequency.