Chapter 1B GUI

download Chapter 1B GUI

of 30

Transcript of Chapter 1B GUI

  • 7/29/2019 Chapter 1B GUI

    1/30

    Chapter 1

    Human Computer

    Interaction & GraphicalUser Interface

  • 7/29/2019 Chapter 1B GUI

    2/30

    Chapter content

    Definition and background of HCI

    User Interface Concept

    User Interface Generation

    Background of GUI

    Philosophy of GUI

  • 7/29/2019 Chapter 1B GUI

    3/30

    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.

  • 7/29/2019 Chapter 1B GUI

    4/30

    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.

  • 7/29/2019 Chapter 1B GUI

    5/30

    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

  • 7/29/2019 Chapter 1B GUI

    6/30

    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.

  • 7/29/2019 Chapter 1B GUI

    7/30

    General

    ScienceDesign

    Engineering

    HCI

  • 7/29/2019 Chapter 1B GUI

    8/30

    General

  • 7/29/2019 Chapter 1B GUI

    9/30

    Computer Science

    HCIcomputergraphics

    operatingsystems

    human factorsErgonomics industrial

    engineering

    cognitivepsychology

    systems part ofcomputer science

  • 7/29/2019 Chapter 1B GUI

    10/30

    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!!!

  • 7/29/2019 Chapter 1B GUI

    11/30

    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

  • 7/29/2019 Chapter 1B GUI

    12/30

    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

  • 7/29/2019 Chapter 1B GUI

    13/30

    Implicit conceptual design

    Implicit rules:

    Malfunction, No one expects to press a On button,but the result is Off.

  • 7/29/2019 Chapter 1B GUI

    14/30

    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!

  • 7/29/2019 Chapter 1B GUI

    15/30

    User Interface Generation

    Find out more on this issue on Internet.

    Share your findings with your classmates

  • 7/29/2019 Chapter 1B GUI

    16/30

    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!!

  • 7/29/2019 Chapter 1B GUI

    17/30

    EXAMPLE : Mozilla FirefoxThe design parts can be grouped and itemized by functions.

  • 7/29/2019 Chapter 1B GUI

    18/30

    Philosophy of GUI ???

    Find out more on this issue on Internet.

    Share your findings with your classmates

  • 7/29/2019 Chapter 1B GUI

    19/30

    Philosophy of GUI

    Consistent

    Helpful

    RobustUser-

    friendly

    Powerful

  • 7/29/2019 Chapter 1B GUI

    20/30

    Another GUI Principles

    Aestheticallypleasing

    Clarity

    Compatibility

    Comprehensibility

    Configurability Consistency

    Control

    Directness

    Efficiency

    Familiarity Flexibility

    Forgiveness

    Predictability

    Recovery

    Responsiveness Simplicity

    Transparency

    Trade-offs

  • 7/29/2019 Chapter 1B GUI

    21/30

    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

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    22/30

    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

  • 7/29/2019 Chapter 1B GUI

    23/30

    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.

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    24/30

    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.

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    25/30

    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.

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    26/30

    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

  • 7/29/2019 Chapter 1B GUI

    27/30

    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.

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    28/30

    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

    Another GUI Principles

  • 7/29/2019 Chapter 1B GUI

    29/30

    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

  • 7/29/2019 Chapter 1B GUI

    30/30

    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