ICS3211 lecture 06

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Transcript of ICS3211 lecture 06

ICS3211 - Intelligent

Interfaces IICombining design with technology for effective

human-computer interaction

Week 6Department of Intelligent Computer

Systems,University of Malta,

2016

Visual Design for User Interfaces

Week 6 overview:

• Recap class Activity - review literature & critique

• UX vs. UI design

• Best Practices in UI design

• Evolutionary characteristics of design

• Designing for inclusive practices

Learning OutcomesAt the end of this session you should be able to:

• Describe a number of case studies in the design of intelligent user interfaces;

• Draw inferences about the design of interfaces that take into account metaphors, mental models, navigation and interaction;

• Describe the differences between UX & UI design;

• List UI design basics and make inferences about evolutionary design principles;

• Review and make use of different user models for inclusive UIs;

Recap - Case studies: illustrated

• Work in groups

• Choose and review two case studies from the various literature presented

• Present their methodologies and the use of intelligence in the design of user interfaces

• Take into account the metaphors, mental models, navigation and interactions involved in the design of these case studies

UX vs. UI design• UX design - improving usability, ease of use in

the interaction; • UI design - complements UX through look &

feel, presentation and interactivity; • UX designers - concerned with the overall feel

of the product, • UI designers - concerned about how the

product is laid out;

UI Design Basics

Interface Elements:

• Input Controls

• Navigational Components

• Informational Components

• Containers

Best Practices• Keep the interface simple• Create consistency and use common UI elements • Be purposeful in page layout• Strategically use colour and texture• Use typography to create hierarchy and clarity• Make sure the system communicates what is

happening• Think about the defaults

Evolutionary Characteristics for

Design

• Complexity

• Diversity

• Ubiquity

Designing for Inclusive Practices

• According to WHO by 2025, population aged over 60 > 1.2 billion

• Modelling for user (dis-)ability• Existing models include:

• GOMS• KLM• Cognitive Architectures• Grammar based Models• Application-specific Models

User Models

• Perception Model• Cognitive Model• Motor behaviour

User ontology for user profiling

–Rick Rashid

“These devices will eventually replace paper print media. We are reaching a

point in the future where any surface can be an interactive surface.”