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Notes

reference notes

Golden Rule of Design

To achieve effective design, it is crucial to follow the golden rule: understand your materials. This involves understanding:

  1. Understand Computers
    • Recognize the limitations, capacities, tools, and platforms of computers.
  2. Understand People
    • Consider the psychological and social aspects of human interaction with technology.
    • Take into account the potential for human error and learn how to mitigate it.
  3. Understand how people interact with technology to create a harmonious interface.

Design Process

Rosson and Carroll describe the design process as follows:

Design process

Design Process: Phase 1 - Requirements Analysis

This initial phase involves gathering information regarding system behavior.

Design process

Design Process: Phase 2 – Preliminary and Detailed Design

The design phase consists of two stages:

  1. A preliminary stage, where the high-level design or architecture of the interactive system is derived.
  2. A detailed stage, where the specifics of each interaction are planned out.

Design Process: Phase 3 – Implementation

In this phase, the planning from the previous stages is transformed into actual, running code. The actual software and hardware engineering are executed to achieve this. Consider the following:

Design Process: Phase 4 – Evaluation

Developers test and validate the system implementation to ensure it aligns with the requirements and design established earlier in the process. This phase is crucial for verifying the success of the design and functionality.

Design Frameworks

Design Tools, Practices, and Patterns

User Focus

User Models

User Profiling

Persona

Persona Example

“Betty is 37 years old, She has been Warehouse Manager for five years and worked for Simpkins Brothers Engineering for twelve years. She didn’t go to university, but has studied in her evenings for a business diploma. She has two children aged 15 and 7 and does not like to work late. She did part of an introductory in-house computer course some years ago, but it was interrupted when she was promoted and could no longer afford to take the time. Her vision is perfect, but her right-hand movement is slightly restricted following an industrial accident 3 years ago. She is enthusiastic about her work and is happy to delegate responsibility and take suggestions from her staff. However, she does feel threatened by the introduction of yet another new computer system (the third in her time at SBE).”

Cultural Probes

Definition: Cultural probes are a method used to access environments that are difficult to observe directly and capture the “felt life” of individuals.

Scenario-Based Design

Definition: Designing based on an understanding of users, what they do, and why they do it.

User profile vs. Persona vs. Scenario

Document Definition Purpose Content
User Profile Detailed description of your users’ attributes To ensure that you know who you are developing your product for, and to recruit for usability activities - Demographic data
- Skills
- Education
- Occupation
Persona A fictional individual created to describe end users during design based on the user profile To represent a group of end users during design discussions, and keep everyone focused on the same target goals and tasks - Identity and photo
- Status
- Goals and tasks
- Skill set
- Requirements and expectations
- Relationship
Scenario Story that describes how a particular persona completes a task or behaves in a given situation To bring your users to life, test to see if your product meets the users’ needs, and develop artifacts for usability activities (e.g., tasks for usability tests, day-in-the-life videos for focus groups) - Setting
- Actors
- Sequences of events
- Objects or goals
- Outcome

User Requirements

Definition: Captures the characteristics of the intended user group, considering novices, casual users, and experts. Always important to know your users.

Screen Design - Four Golden Rules

  1. Knowing Where You Are
    • Users should always have a clear understanding of their current location within an application or website. This ensures a seamless navigation experience and prevents disorientation.
    • Example: Breadcrumbs in a website display the path through the hierarchy, providing users with a visual indication of where they are.
  2. Knowing What You Can Do
    • Users should be aware of the available actions or functionalities at any given point. This knowledge empowers them to make informed decisions about their interactions with the interface.
    • Example: Clearly labeled buttons, links, or icons that indicate specific actions, such as “Save,” “Delete,” or “Submit.”
  3. Knowing Where You Are Going or What Will Happen
    • Anticipating the outcome of an action or navigation step is essential for user confidence. Users should have a reasonable expectation of what will follow their interactions.
    • Example: Tooltips or descriptive hints that appear when hovering over an action button, providing insight into the expected outcome.
  4. Knowing Where You’ve Been or What You’ve Done
    • A history or record of past actions helps users retrace their steps and understand their journey within an application, enhancing overall user control.
    • Example: Browser history that allows users to revisit previously visited pages, aiding in backtracking and reviewing their online session.

Basic Principles At Screen Level

  1. Ask
    • Designers should ask themselves what specific tasks users are performing on a screen. Understanding user actions guides the layout and presentation of information.
    • Example: In a banking app, the screen for fund transfers will be designed with a focus on entering recipient details and transferring money.
  2. Think
    • Critical thinking about the information users need, the comparisons they may make, and the order in which they perform tasks lays the foundation for effective screen design.
    • Example: A product comparison website organizes information logically, allowing users to evaluate features side by side.
  3. Design
    • The form of the design should align with the intended function. Aesthetic choices should enhance user experience rather than detract from it.
    • Example: The layout of a news website prioritizes readability, with clear headings, legible fonts, and a logical flow of articles.

Where You Are – Breadcrumbs

Available Tools

  1. Grouping of Items
    • Logically related items should be physically grouped together, promoting clarity and organization.
    • Example: In an e-commerce checkout, billing details, delivery details, and order details are logically grouped together.
  2. Order of Items
    • The order of items on a screen should align with the natural sequence of user actions, facilitating a smooth flow of control.
    • Example: In a form, the sequence might follow the logical order of entering personal information before moving on to payment details.
  3. Decoration
    • Minimalistic use of fonts, boxes, and other decorative elements enhances visual appeal without overwhelming the user.
    • Example: In a clean and modern interface, subtle borders or shading may be used to distinguish between different sections without being distracting.
  4. Alignment of Items
    • Proper alignment aids readability. Aligning text, names, and numbers consistently helps users scan information efficiently.
    • Example: In a list of names, aligning them by surname facilitates quick scanning for users.
  5. White Space Between Items
    • Adequate white space between items prevents visual clutter and allows users to distinguish between different elements.
    • Example: On a website page, strategic use of white space around paragraphs, images, and buttons enhances readability and visual appeal.

Grouping And Structure

Flow of Control

Order of Groups and Items

should match the natural sequence of user actions. Instructions should avoid confusion and guide users effectively.

A “Natural” Flow of Control

Decoration

Alignment - Text

Alignment - Names

Alignment - Numbers

Multiple Columns

White Space - The Counter

Different Use of Space

Physical Controls

Entering Information

Knowing What to Do

Affordances

Presenting Information

Aesthetics and Utility

Colour and 3D

Bad Use of Colour

Across Countries and Cultures