Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved...

63
Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006

Transcript of Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved...

Page 1: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Universal Principles of Design

Prepared by:

Anthony Royle

Systems Engineer

Approved by:

Malcolm G. Tutty

P-3 CENGR

August 2006

Page 2: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Presentation Brief Design is a diverse discipline

We apply a very specific subset

This presentation will introduce conceptswhich should be considered when designing

For details of specific topics, refer to:Universal Principles of DesignWilliam Lidwell, Kritina Holden, Jill ButlerISBN1-59253-007-9

Page 3: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

80/20 Rule

A high percentage of effects in a large system are caused by a low percentage of variables

80% of a products use involves 20% of its features 80% of progress is from 20% of the effort 80% of errors come from 20% of components 80% of a company’s income comes from 20% of its products 80% of innovation comes from 20% of people

Page 4: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

80/20 Rule

In design, we should: Identify the 20% of functions used the most and make them

easily accessed Not all elements are equal - avoid complex areas with little real

benefit Avoid estimating based on the fastest 80% of a task

GUIDE LINES

Page 5: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Accessibility

Objects and environments should be designed to be usable by as many people as possible

Historically this focussed on disabilities Advantages are applicable to wider audience Primary attributes:

• Perceptibility – use of multiple senses (sight, sound, feel)

• Operability – minimal physical exertion

• Simplicity - intuitive, clear interface

• Forgiveness – reduce severity of mistakes

Page 6: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Accessibility Use multiple coding methods for information:

• Colour and icons

• Text

• Tactile controls

• Audible feedback

• Minimise repetitive actions Avoid need for sustained physical effort Consistent and clear interface Use progressive disclosure to only present relevant controls Clear feedback for actions Design to minimise consequence of mistakes, using:

• Confirmations

• Warnings

• interlocks

GUIDE LINES

Page 7: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Aesthetic-Useability effect

Aesthetic designs are perceived as easier to use

A phenomenon whereby an aesthetic design will be perceived as easier to use than a non-aesthetic design

Nokia experienced huge demand for itsphones with clip on covers

Customers may reject a functional design due to poor aesthetics

Long term user satisfaction also driven by aesthetics

Page 8: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Affordance

A property in which the physical characteristics of an object influence its function

Some objects have fundamental uses, e.g. wheels roll, handles are for pulling, stairs for climbing

Humans have expectations of how standard objects behave

Designs which use objects naturally tend to be more successful, e.g. don’t use a handle on a door which should be pushed open

Page 9: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Affordance Consider ‘expected’ behaviour of objects

Exploit intended function of objects

Good design will inhibit incorrect use;

• chairs which only stack one way

• lego blocks have a natural interlock

Computer Interface elements such as3D buttons are clearly ‘push’ operations, sliders obviously ‘slide’ between controlled limits. These are all natural to humans.

GUIDE LINES

Page 10: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Chunking

Combining many units of information into smaller chunks to assist human memory and processing

Human short term memory holds 4±1 items

Lists bigger than this should be presented as ‘Chunks’

Familiar data items (words) may exceed this slightly, complex items (numeric values)need smaller groups

Does not apply to lists where the operator is scanning for a particular item; no attempt is made to remember multiple items

Page 11: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Closure

A tendency to perceive a set of elements as a single pattern rather than individual elements

Humans will recognise a constructed shape before its components These pictures will be initially recognised

as circles, then as groups of lines

It may not be necessary to show all information;a simpler visual design may permit less clutter

Additionally, movement between snapshot frameswill be supplied by the viewer as seen in strip cartoons

Page 12: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Colour

Colour is used to attract attention, group elements, indicate meaning and enhance aesthetics

The human eye can process about five colours at one time – don’t overuse colour!

Saturated colours (pure hues) attract attention Desaturated colours convey information efficiently Use warm colours for foreground elements and cooler colours for

background Don’t rely on colour to convey information; a significant proportion of

the population have limited colour vision

Page 13: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Common fate (1)

Elements that move in the same manner are perceived to have a relationship

Similarity through movement is stronger than visual similarity

Affected by:

• Direction

• Speed

• Time at which objects move

• Proximity

Stationary objects are likely to be associated by appearance or position

Page 14: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Common fate (2)Example of common fate

OXOOXOXXXOO

Stationary: Grouped by appearance

Moving: Grouped by fate

(click)

Page 15: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Confirmation

Preventing unintended actions by requiring verification of actions before they are performed

Primarily used to prevent errors known as ‘slips’ Used to reduce likelihood of serious or dangerous actions occuring Two types of confirmation:

• Dialog – a confirmation request is displayed after the action is selected

– Suitable for non time critical actions, e.g. deleting a file

– Slows operator down

• Two-step operation – an enabling action must be performed before the critical action is selected, e.g. release safety catch

– Suited to time critical actions, e.g. firing a weapon

– Is usually more intuitive to an experienced user

Page 16: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Confirmation Avoid over-use of confirmations Consider consequence of each action Two step may remain ‘armed’ after the event, e.g. a switch cover stays

‘flipped’ Dialogs should have a clear choice of actions, OK/Cancel is rarely

suitable

‘Undo’ functionality should be considered in place of a dialog

GUIDE LINES

Page 17: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Consistency

The usability of a system is improved when similar parts are expressed in similar ways

Four kinds of consistency:

• Aesthetic Consistency

– Style, appearance, colour, logo

– Sets an expectation based on brand

• Functional Consistency

– Behaviour and sequence

– E.g. traffic lights all follow the same sequence

• Internal Consistency

– Items within a system work together

– E.g. Matching text fonts on a control panel

• External Consistency

– Agreement between dissimilar systems

– E.g. Open file formats

Page 18: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint

A method of limiting the actions that can be performed on a system

Constraints are used extensively in Aerospace systems

Can reduce errors or danger

Improved usability through clear limits on actions

Two types, each with subcategories:

Physical Psychological

Paths Symbols

Axes Conventions

Barriers Mappings

Page 19: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Physical (1)

Paths

Convert physical force to linear/curvilinear movement Using channels or grooves Also applicable to GUIs

Page 20: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Physical (2)

Axes

Convert physical force into turning motion Potentially infinite movement E.g. trackballs, radio tuning knobs

Page 21: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Physical (3)

Barriers Absorb or deflect movement around barrier Deny errant actions E.g. Rail crossing barriers, keyed plugs, walls

Page 22: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Psychological (1)

Symbols

• Communicate through text and symbols

• Warning signs, traffic arrows

Page 23: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Psychological (2)

Conventions Learned traditions E.g. Red light means ‘stop’ May be misinterpreted

Page 24: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Constraint – Psychological (3)

Mappings Proximity of objects suggests a connection E.g. A switch beside a power point

Page 25: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Control

The level of control provided by a system should be related to the proficiency of the people using the system

Understand the target user(s) of your system

Complex controls will confuse the inexperienced, simple controls will frustrate ‘power’ users

Systems can adapt their complexity E.g. windows apps hide complex

operations initially

Too much control can also introduce risk of accidental misuse

Page 26: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Cost-benefit

An activity will only be pursued if its benefits are equal to or greater than the costs

Everything we do has a cost

• Time to read a book

• Price of a car We only decide to do something if the perceived benefit exceeds its

cost. In system design we must always consider the cost AND benefit of

features

• Some features are complex and appeal to engineers, but offer little benefit to the user. These should be avoided

• Some complex features may seem hard to implement, but offer great benefit to the user. We should still consider these.

Focus groups and usability tests help to determine benefit

Page 27: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Development Cycle

Successful products typically follow four stages of creation Requirements

• Controlled interactions with users

• Knowledge of analysts Design

• Goal is a set of specifications that meet all requirements

• Use similar systems where possible Development

• Ensure specifications are maintained

• Reduce variability in parts and processes Testing

• Focussed on requirements and user needs

• Quality of modules and their integration

Page 28: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Development Cycle - linear

The linear lifecycle Also known as waterfall Each phase is completed before the next is started Well suited to projects with fixed requirements

Requirements

Design

Development

Testing

(click)

Page 29: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Development Cycle - iterative

The iterative lifecycle Also known as rapid prototyping Resulting system can be closer to user needs

Requirements

Design

Development

Testing

(click)

Page 30: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Entry Point

A point of physical or attentional entry into a design Mostly associated with buildings, but also applications Systems which are obstructive to use are less likely to gain approval

or user support Three point strategy to assess a design

• Minimal barriers

– Avoid obstructing entry to program, e.g. slow splash screens, long start up times

• Points of Prospect

– Once inside, it should be clear how to reach the information required

• Progressive lures

– Make users want to explore deeper into the program

Page 31: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Errors

An action or omission of action yielding an unintended result

Most errors classed as ‘human error’ but actually stem from poor systems

• Slips

– Action taken was not as intended

– Reduced by confirmations, affordances and constraints

• Mistakes

– Action taken was as intended but incorrect

– Can be reduced by

• Improved situation awareness, keep key indicators and controls within one eyespan of each other

• Reduced workload from better design

Page 32: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Factor of safety

The use of more elements than is thought to be necessary to offset the effects of unknown variables and prevent system failure

Most systems are deliberately over-engineered for safety or performance

Factor of Safety is the number of times the spec is exceeded by FoS depends on level of ignorance of design parameters;

• Familiarity of techniques and processes

• Variability of chosen materials (steel more consistent than wood)

• Peak usage Examples

• Steel & Concrete structures – 2x to 4x

• Wood structures – 4x to 8x

• Internet services – 3x

• Great Pyramid at Giza – 20x

Page 33: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Factor of safety

Safety also applies to meeting demand in processing systems

FoS increased by using extra material, processing power, better materials

FoS tends to be revised downwards on subsequent systems as process is better known; often until failure actually occurs.

• Titanic

• Space Shuttle

Rated Capacity x Fos = Design Capacity

Always use rated capacity when considering changes to system

GUIDE LINES

Page 34: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Feedback loops

A relationship between variables in a system where the consequences of an event feed back into the system as input, modifying future decisions

Exist in most real-world systems Positive Feedback

• Amplifies system output, accelerating growth or decline

• Does not seek a particular output level

• Examples are finance markets which accelerate towards crashes Negative Output

• Dampens output to achieve a particular state or level

• Examples: Flight control computers, temperature thermostats, cruise controls

Page 35: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Fitt’s Law

The time to move to a target is a function of the distance to target and the size of the target

E.g. Time to move a mouse pointer to an icon, or hand to a button

Two Distinct Components

• Ballistic Movement

– The large movement to get close to the control

– Depends on distance to target

– Reduced by physical barriers, e.g. edge of screen or lever end stops

• Honing Movement

– The small movement to centre on the target

– Depends on size of target

Page 36: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Fitt’s Law

Useability of systems can be improved.

Place commonly used buttons near screen edges, e.g.

Context menus require little ballistic movement

Use larger controls for frequently used items

Example – car manual shift gearboxes are fast because:

• End stops limit ballistic movement

• The target (gear) is at a physical limit, needing no honing

GUIDE LINES

Page 37: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Flexibility – Usability Trade-off

As the flexibility of a system increases, it’s useability decreases

Flexibility = Complexity

For example, a swiss army knife is flexible, but none of it’s functions are as good as a dedicated tool

Flexibility should be sought where user needs are not clear

Iterative development can be used to reduce flexibility

Page 38: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Forgiveness

Designs should help people avoid errors and minimise the negative consequences when they do occur

Human error is inevitable

Forgiving Designs encourage user confidence

Mechanisms for forgiveness

• Affordances – guide users away from slips through design

• Reversibility – ‘Undo’, ‘Abort’ and ‘Self Destruct’

• Safety nets – protection from effects of errors e.g. ejector seats

• Confirmation – verification before actions

• Warnings – e.g. signs, prompts, alarms of imminent danger

• Help – online help or trouble shooting manuals

Page 39: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Garbage In – Garbage Out

The quality of system output is dependent on the quality of input

Even well trained users can enter flawed information

Effects of bad data may not surface immediately, but can be severe

Effort spent during design of system input can have big benefits

• Protect system and users

• Less user frustration

Employ affordances and constraints such as listboxes, fixed choices

Enhance information quality with previews and confirmations

Page 40: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Hick’s Law

The time it takes to make a decision increases as the number of alternatives increase

Applicable to simple decisions only, also excludes complex menus

A driver’s reaction time to a hazard will increaseif he has the option to swerve around it

Offer the fewest choices where response time is important

Response Time, RT = a + b.log2(n)

• a is pre-decision reaction time

• b is time per decision, typically 0.155 seconds for humans

• n is number of options

Page 41: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Hierarchy

Hierarchical Organisation is the simplest structure for visualising and understanding complexity

Three approaches

• Tree

– Uses element size/position to show relationships

• Nests

– Drawn in a Venn Diagram style

– Elements are inside others

• Stairs

– E.g. Windows explorer

Page 42: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Hierarchy of needs

In order for a design to be successful, it must meet people’s basic needs before it can attempt to satisfy higher level needs

Creativity

Proficiency

Usability

Reliability

Functionality

Highest Value - Allows users to create and explore areas beyond the original design

High Value - Empowers users to do more than they could before

Moderate Value - Easy to use, tolerates mistakes

Low Value - Operation is consistent and reliable

Little Value - Meets design requirements, e.g. play, record

Level of need

Page 43: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Highlighting

A technique for bringing attention to an area of text or image

Some data we present will need highlighting to users Keep highlighting to a maximum of 10% of items; effect reduces Bolding is more effective than italics or underlining; less noise Uppercase TEXT is effective amongst lower case Font changes don’t stand out well Colour is effective when used sparingly with bold colours Inversing elements works with text, but often obliterates icons Reserve blinking for highly critical data. Offer an option to stop the

blinking

Page 44: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Iconic representation

The use of pictorial images to improve the recognition and recall of signs and controls

Icons can save space and highlight information, e.g. error symbols Four types:

• Similar Icons

– Images look like the item they represent, e.g. bend in road

• Example Icons

– Images represent things associated with the item, e.g. an airplane for an airport

• Symbolic Icons

– An abstraction of the item represented; a lightning flash for electricity

• Arbitrary Icons

– Memorable but no resemblance to object, e.g. radioactive

Page 45: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Interference Effects

A phenomenon in which mental processing is made slower and less accurate by competing mental processes

Conflict between human mental systems will slow user responses

• Stroop interference

– An irrelevant aspect of data items contradicts the primary meaning, e.g. RED BLUE

• Garner interference

– An irrelevant stimulus distracts attention from an item

– E.g. moving symbols next to text being read

• Proactive interference

– Existing memories interfere with new information

– E.g. when learning a second language, the original will interfere

• Retroactive interference

– Existing memories are affected by new learning

– E.g. Remembering a new phone may confuse and older one

(click)

Page 46: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Iteration

A process of repeating a set of operations until a specific result is achieved

Design Iteration

• Desirable process

• An initial design is continuous refined, adding more detail until complete

• Feedback can be internal or from user groups Development Iteration

• Unexpected redesign necessary when building a product

• Result of poor design

• Costly and undesirable

Page 47: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Layering

The process of organising information into related groupings in order to manage complexity and reinforce relationships in the information

Presentation of information is a common system function

Aim is to reduce complexity or size of information

• Two dimensional

– Primarily textual data

• Three dimensional

– Suited to geospatial data

Page 48: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Layering – 2D

Two dimensional layering

Linear

Nonlinear

Beginning Middle 1 Middle 2 End

Transport

Air Ground

Plane Car Train

Hierarchical / Collapsible tree

Word Synonym

Word Synonym

Parallel; a table of values

Home

Info

Web; complex linked data

InfoInfo

Info

Info

Info

Page 49: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Layering – 3D

Three dimensional layering

Present a basic image, with data overlaid Projection may be 2D or 3D

Page 50: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Mental Models

People understand and interact with systems and environments based on mental representations developed from experience

Two types of Mental Models

• System Model

– Describes how a system works

– Typically well understood by designers, not users

• Interaction Model

– Describes how users interact with the system

– Well understood by users, but not designers

– Designers must strive to understand this

– Operational Concept Document

– Focus Groups, observation of users

Page 51: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Modularity

A method of managing system complexity that involves dividing large systems into multiple, smaller self-contained systems

Complex or large systems should be considered as ‘modules’

Interfaces between modules should be well defined, and ideally simple

Allows third party suppliers to have competing designsm

Many systems become more modular as they evolve

Page 52: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Ockham's Razor

Given a choice between equally functional designs, the simplest design should be selected

“Everything should be made as simple as possible, but not simpler” – Albert Einstein

Unnecessary design elements usually:

• Increase weight

• Increase Cost

• Decrease reliability

• Complicate maintenance

• Confuse users

The potato peeler

Page 53: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Performance Load

The greater the effort to accomplish a task, the less likely the task will be successful

Increased load will increase errors and time to complete Load splits into two categories Cognitive Load

– Level of mental activity required

– Perception, memory, problem solving skills

– Improve by reducing visual noise, chunking and automation

• Kinematic Load

– Level of physical activity required

– Number of steps, physical force

– Improve by shortening distances, reducing steps by automation

Page 54: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Performance vs preference

The designs that help people perform optimally are often not the same as the designs that people find most desirable

Users will often favour designs they like over designs that work better

Dangerous to rely solely on user feedback at workshops

Carefully observe user performance as well as their views

BUT users may not accept an optimal design if it is too different

• E.g. Dvorak keyboard is 30% faster than qwerty, but who wants one?

Page 55: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Prototyping

The use of simplified and incomplete models of a design to explore ideas, elaborate requirements, refine specifications and test functionality

Three basic kinds

• Concept prototyping

– Concept sketches, storyboards

– Facilitate user workshops

• Throwaway prototyping

– Representative models

– Discarded after use

– Quick to produce

• Evolutionary prototyping

– Prototype will be refined in multiple steps

– Can become final product, e.g. computer GUI

– Risk of refining when radical redesign needed

Page 56: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Redundancy

Use of more elements than necessary to maintain the performance of a system in the event of failure of one or more of the elements

Diverse Redundancy

• Multiple elements of diverse types

• E.g. Trains may have electric, hydraulic and pneumatic brakes Homogenous Redundancy

• Multiple elements of a similar type

• E.g. strands in a rope Active Redundancy

• Elements are all in use continuously

• E.g. Pillars supporting a roof Passive Redundancy

• Elements are swapped in when failure happens

• E.g. Spare tyre on a car

Page 57: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Scaling Fallacy

A tendency to assume that a system that works at one scale will also work at a smaller or larger scale

Affects prototypes and performance testing Wrong to assume that all physical effects scale in the same way Some properties scale linearly, whilst others may be exponential E.g. an ant can carry 50x its own weight, but not if scaled up to human

size Complex interactions occur when the number of items increases Computer systems can be affected in a similar way

• Doubling processing power may not double speed

• Doubling users may not halve throughput

• Network performance degrades quickly near its limits

Page 58: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Signal to Noise Ratio

The ratio of relevant to irrelevant information in a display

Highest possible signal-to-noise ratio is desirable

Signal - relevant data – what we are trying to communicate

Noise – introduced to organise or convey the data, e.g. table borders, shading, gratuitious clip art

Page 59: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Structural Forms

There are three ways to organise materials to support a load or to contain and protect something

Mass Structures

• Solid structures which rely on mass

• E.g. dams, mountains, pyramids

• Tend to strongly resist failure

Frame Structures

• Internal frame, usually made from triangular sections

• E.g. Eiffel Tower, houses

Shell Structures

• A thin material that contains a volume

• Strength comes from ability to spread loads across the surface

• E.g. eggs, bottles, steam boilers

Page 60: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Uncertainty Principle

The act of measuring certain sensitive variables in a system can alter them, and confound the accuracy of the measurement

Based on Heisenberg’s uncertainty principle (atomic physics) Two aspects to a measurement

• Sensitivity

– Ease with which a property being measured can be altered

• Invasiveness

– Amount of interference caused by the measurement Examples

• Performance measurement of a computer uses resources

• Voltage measurement draws current & reduces the voltage

• Students adapt to examination techniques to score better

Strive for low invasiveness; sensitivity is predetermined

Page 61: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Uniform connectedness

Elements that are connected by uniform visual properties are perceived to be more related than elements that are not connected

Elements close to each with similar appearance will automatically group

Human perception will override this if physical connection is shown

Connection lines and shaded areas can group elements

Page 62: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Visibility

The usability of a system is improved when its status and methods of use are clearly exposed

Systems are more usable when they clearly indicate:

• Their status

• The possible actions that can be performed

• The consequences of those actions

E.g. a red light next to a switch marked ‘Power’

Progressive disclosure on a GUI is an effective tool

Page 63: Tenix Defence Universal Principles of Design Prepared by: Anthony Royle Systems Engineer Approved by: Malcolm G. Tutty P-3 CENGR August 2006.

Te

nix

De

fen

ce

Weakest Link

The deliberate use of a weak element that will fail in order to protect other elements in the system from damage

Examples

• Fuse in a circuit

• Crumple zone in a car

Two types of protection through a weak link

• Passive

– The breakage of the element protects, i.e. a fuse

• Active

– Breakage of the element triggers a response, i.e. a sprinkler system trigger by breakage of a glass bulb