Chapter 1B GUI
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Transcript of Chapter 1B GUI
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Chapter 1
Human Computer
Interaction & GraphicalUser Interface
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Chapter content
Definition and background of HCI
User Interface Concept
User Interface Generation
Background of GUI
Philosophy of GUI
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Imagine the future
Tell your imaginationabout the scenario?
Would you like to havean experience toshopping on the wall?
And use your mobilesmart device to pay.
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QR Code Shopping at the
Subway Station This virtual grocery
store with productslabelled with QR (QuickResponse) Codes in asubway station in Seoul,South Korea was theorigin of the QR Codeshopping walls that arebeginning to appear in
bus shelters andstations everywhere.
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Definition of HCI
Human-computer interaction is a discipline concerned
with the design, evaluation and implementation ofinteractive computing systems for human use and withthe study of major phenomena surrounding them.
ACM SIGCHI Curricula for Human-Computer Interaction
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Background of HCI
From a computer science perspective, the focus is on interaction
and specifically on interaction between one or more humans andone or more computational machines.
Human-computer interaction is concerned with:-
the joint performance of tasks by humans and machines;
the structure ofcommunication between human andmachine;
human capabilities to use machines (including the learnability of interfaces);
algorithms and programming of the interface itself;
engineering concerns that arise in designing and buildinginterfaces;
the process of specification, design, and implementation ofinterfaces;
and design trade-offs.
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General
ScienceDesign
Engineering
HCI
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General
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Computer Science
HCIcomputergraphics
operatingsystems
human factorsErgonomics industrial
engineering
cognitivepsychology
systems part ofcomputer science
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User Interface Concepts
User interface = a requirement for end users domain.
Conceptual design is the explicit construction of the
ideas or concepts that a user needs to learn about whata product is, what it can do, and how it is intended tobe used.
It may also address what a product is not, what it can'tdo, and how it is not intended to be used.
Conceptual design is done from the user's point of view.
ALWAYS THINK FROM THE USER SIDE!!!
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Conceptual design process
Define a centralconcept
Describe user rolesand their requirement
Define and prioritizemeasureable
objectives andconstraints
Design the usersobject model
Design the userstask model
Synthesize a userinterface model
Evaluate resultagainst the objective
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There are two ways of creating conceptual designs:implicitly and explicitly.
Implicit conceptual design happens when everyone
believes there is an understanding of and agreement onthe concepts underlying a design but no one writes themdown or discusses them openly.
Explicit conceptual design involves adopting the user'spoint of view and defining in a systematic way the
concepts users will need to learn to use the producteffectively.
Cited from: http://www.interfaceconcepts.com/concept.htm
Conceptual design
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Implicit conceptual design
Implicit rules:
Malfunction, No one expects to press a On button,but the result is Off.
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Explicit conceptual design Logic way : iPhone outlook design: Elegant, Easy
of use, Networking, Communication, Small size
Good GUI
1.Group elements together
2.Think of primary and secondary actions
3.HIERARCHY!
4.Use familiar symbols (think of desktop
metaphor)
5.KEEP CONSISTENT!
6.Scalability and flexibility7.The user must feel comfortable: you need a
clear sense of home, always allow undo, always
make an easy way out, progress bars
8.The interface and task always belong to the
USER!
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User Interface Generation
Find out more on this issue on Internet.
Share your findings with your classmates
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Background of GUI
Graphical User Interface (GUI) pronouncedGOO-EE.
Different application with consistent set ofintuitive user-interface components, GUIallows user to spend less time trying toremember which keystroke sequencesperform what function and spend more time
using the program effectively.
LOOK & FEEL!!
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EXAMPLE : Mozilla FirefoxThe design parts can be grouped and itemized by functions.
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Philosophy of GUI ???
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Share your findings with your classmates
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Philosophy of GUI
Consistent
Helpful
RobustUser-
friendly
Powerful
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Another GUI Principles
Aestheticallypleasing
Clarity
Compatibility
Comprehensibility
Configurability Consistency
Control
Directness
Efficiency
Familiarity Flexibility
Forgiveness
Predictability
Recovery
Responsiveness Simplicity
Transparency
Trade-offs
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1. Aesthetically pleasing
Provide visual appeal by following these presentation and graphicdesign principles:
Provide meaningful contrast between screen elements.
Create groupings.
Align screen elements and groups.
Provide three dimensional representation
Use colors and graphics effectively and simply.
2. Clarity
The interface should be visually, conceptually and linguisticallyclear, including:
Visual elements
Functions
Metaphors
Words and text
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3. Compatibility
Provide compatibility with the following: The user
The task and job
The product
Adopt the users perspective
4. Comprehensibility
A system should be easily understood and learned.
A user should know the following:
What to do
What to look at
When to do it
Where to do it
Why to do it
How to do it
The flow of actions, responses, visual preparations and information should
be in a sensible order that is easy to recollect and place in context.
Another GUI Principles
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5. Configurability
Permit easy personalization, configuration and reconfiguration ofsettings.
Enhances a sense of control
Encourages an active role in understanding
6. Consistency
A system should look, act, and operate the same throughput.Similar components should:
Have a similar look
Have similar uses.
Operate similarly
The same action should always yield the same result.
The function of the elements should not change
The position of standard elements should not change.
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7. Control
The user must control the interaction.
Actions should result from explicit user requests
Actions should be performed quickly
Actions should be capable of interruption or termination
The user should be never interrupted for errors
The context maintained must be from the perspective of the user.
The means to achieve goals should be flexible and compatible withthe users skills, experiences, habits and preferences.
Avoid modes since they constrain the actions available to the user.
Permit the user to customize aspects of the interface, whilealways providing a proper set of defaults.
8. Directness
Provide direct ways to accomplish tasks
Available alternatives should be visible,
The effect of actions on objects should be visible.
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9. Efficiency
Minimize eye and hand movements, and other control actions.
Transitions between various system controls should flow easilyand freely.
Navigation paths should be as short as possible.
Eye movement through a screen should be obvious and
sequential.
Anticipate the users wants and needs whenever possible.
10. Familiarity
Employ familiar concepts and use a language that is familiar tothe user.
Keep the interface natural, mimicking the users behaviorpatterns.
Use real world metaphors.
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11. Flexibility
A system must be flexible to the different needs of its users,enabling a level and type of performance based upon:
Each users knowledge and skills.
Each users experience.
Each users personal preference
Each users habits
The conditions at that moment
12. Forgiveness
Tolerate and forgive common and unavoidable human errors
Prevent errors from occurring whenever possible.
Protect against possible catastrophic errors.
When an error does occur, provide constructive messages.
Another GUI Principles
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13. Predictability
The users should be able to anticipate the natural progression ofthe task.
Provide distinct and recognizable screen elements
Provide cues to the result of an action to be performed
All expectations should be fulfilled uniformly and completely.
14. Recovery
A system should permit:
Commands or actions to be abolished or reversed.
Immediate return to a certain point if difficulties arise.
Ensure that user never lose their work as a result of
An error on their part
Hardware, Software or communication problems.
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15. Responsiveness
The system must rapidly respond to the users requests. Provide immediate acknowledgement for all user actions
Visual
Textual
Auditory
16. Simplicity
Provide as simple an interface as possible
Provide defaults
Minimize screen alignment points.
Make common actions simple at the expense of uncommon actionsbeing made harder.
Provide uniformity and consistency
Ways to provide simplicity:
1. Present common and necessary functions first.
2. Prominently feature important functions,
3. Hide more sophisticated and less frequently used functions
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17. Transparency
Permit the user to focus on the task or job, without concern forthe mechanics of the interface.
Workings and reminders of workings inside the computer shouldbe invisible to the user.
18. Trade-offs
Final design will be based on a series of trade-offs balancingoften-conflicting design principles Peoples requirements alwaystake precedence over technical requirements
Another GUI Principles
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Further readings:
http://en.wikipedia.org/wiki/Human-Computer_Interaction
http://sigchi.org/cdg/cdg2.html
http://www.interfaceconcepts.com/concept.htm http://www.deitel.com/books/vcppnethtp1/vcpphtp1_12
.pdf
http://www.isii.com/
http://en.wikibooks.org/wiki/GUI_Design_Principles