User Interface Principles

111
3 — User Interface Principles From Code to Product gidgreen.com/course

Transcript of User Interface Principles

Page 1: User Interface Principles

3 — User Interface Principles

From Code to Product gidgreen.com/course

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

From Code to Product Lecture 3 — UI Principles — Slide 2 gidgreen.com/course

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User Interface

“The aspects of a computer system or program which can be seen (or heard or otherwise perceived) by the human user, and the commands and mechanisms the user uses to control its operation and input data.”

— Free On-Line Dictionary of Computing

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Other terms

•  Graphical user interface •  User experience •  Interaction design •  Human-computer interaction •  Usability •  Information architecture

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Layers of a product

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Core

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The problem

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I want to see this guy’s face

MOV r0, #10 ADD r0, r0, r1

How do we bridge this gap?

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The solution

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I want to see this guy’s face

MOV r0, #10 ADD r0, r0, r1

I can use Skype on my mobile

I will press his name in the app

Function call in Skype app

Touch event detected

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Channels of communication

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Pressing buttons

Pointing on screen

Talking and singing

Being photographed

Moving the device

Flashing lights

Image on screen

Playing sound

Vibration

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

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Vision

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Proximity

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Similarity

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Similarity

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Proximity

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Similarity

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Similarity

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Continuity

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Symmetry

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Continuity and Symmetry

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Ambiguity

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Grids

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Figure and Ground

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Phot

o by

Sha

Sha

Chu

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Figure and Ground

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Hierarchy

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1

2

4 3

5

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Movement

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Tunnel Vision

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Photo by Ali Khurshid

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Tunnel Vision

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Structure

Thank you for your reservation. Your indoor table has been booked for four people at 8 in the evening on Tuesday January 6th 2012 at Sushi Samba. The address is 245 Park Avenue South, between East 19th and 20th Street. You must arrive by 8.15pm to maintain your reservation. In the event of problems, please call the restaurant on 2124759377. Note that the minimum charge is $50 per person.

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Structure

Date Tue 6 Jan

Time 8.00pm

Latest 8.15pm

People 4

Table Indoors

Minimum $50/person

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Thank you for your reservation.

Sushi Samba 245 Park Avenue South

(212) 475–9377

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Structure

Date Tue 6 Jan Time 8.00pm Latest 8.15pm People 4 Table Indoors Minimum $50/person

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Thank you for your reservation.

Sushi Samba 245 Park Avenue South (212) 475–9377

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Prominence

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Prominence

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1

2

3 4

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Sequence

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Source: xkcd.com

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Sequence

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Sequence

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Sequence

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Sequence

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Clutter

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Phot

o by

Met

ro C

entr

ic

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Clutter

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Minimalism

“Perfection is achieved, not when there is nothing more to add, but when there is nothing left to take away.” — Antoine de Saint-Exupéry

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Minimalism

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The face of a $200b company

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Visual affordance

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Sour

ce:

Chri

sEly

ea.c

om

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Visual affordance

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A few words about sound…

•  Don’t do it, unless… – Audio/video player

– Game or other experiential product

– Alert from desktop/mobile app

–  Phone number entry

– Reassuring key clicks

– Accessibility

•  Let users switch it off

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

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Cognition

Consider babies Ben and Sam.

They were born to the same woman, on the same day, in the same month and the same year.

Yet they're not twins.

How can this be?

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The ideal interface

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Implementation model

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Mental model

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Talk to people

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Metaphors

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Overly literal metaphors

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Mapping

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Sour

ce:

UXH

ero.

com

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Mapping

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Unnecessary burdens

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Unnecessary burdens

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adm

inap

ps.u

tep.

edu/

chan

gepa

ssw

ord

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Examples + Defaults

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Interruptions

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Interruptions

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

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Memory

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Two types of memory

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Short-term Long-term

Contents Current task Life history

Capacity Tiny (7 items?) Huge

Recall Instant Slow

Retention Short Eternal

Accuracy Perfect Poor

Just like… CPU cache Lots of floppy disks

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Modes

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Modes

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Modes

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Drawing Selection

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Modes

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Context

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Phot

o by

jim

a

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Context

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Instructions

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Imag

e by

Zoa

gli

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Instructions

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Instructions

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Comparisons

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Offer, don’t ask

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Offer, don’t ask

From Code to Product Lecture 3 — UI Principles — Slide 74 gidgreen.com/course

Car$ /bin/set-temperature 73fTemperature set OKCar$ /bin/rear-demister onCOMMAND NOT RECOGNIZED

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Overviews

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Autosuggest

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Show what’s old

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Show what’s new

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Consistency

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Source: bhc3.com

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Learned mapping

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Learned affordance

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Learned idioms

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

From Code to Product Lecture 3 — UI Principles — Slide 83 gidgreen.com/course

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Action

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http

://w

ww

.85q

m.d

e/up

/Big

RedB

utto

n.sw

f

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Goals and subgoals

From Code to Product Lecture 3 — UI Principles — Slide 85 gidgreen.com/course

Make my friend feel better

Send flowers to friend online Call friend up

Wait for flowers to arrive

Find a flowers website Order the flowers

Open web browser

Go to google.com

Type in “flowers” Choose the best site

f l o w e r s

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Execute—Evaluate

From Code to Product Lecture 3 — UI Principles — Slide 86 gidgreen.com/course

Define subgoal

Try something sensible

Was the subgoal

reached?

Next subgoal…

YES! NO

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Execute—Evaluate

From Code to Product Lecture 3 — UI Principles — Slide 87 gidgreen.com/course

Choose the best site

Looks OK, but only first. Back! Seems to be UK

only. Back!

Seems really pricey. Back!

Looks perfect. We’re done!

Wikipedia

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Enabling evaluation

•  Every user action – Key presses and mouse clicks

•  Instant results, or… – Waiting cursor (0.1s … 1s) – Progress bar (>1s)

•  If invisible… – Confirmation message – Activity logs

From Code to Product Lecture 3 — UI Principles — Slide 88 gidgreen.com/course

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Evaluation

From Code to Product Lecture 3 — UI Principles — Slide 89 gidgreen.com/course

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Information scent

•  Information = food – We follow a ‘scent’

•  Links and category names – Don’t make up words!

•  Provide feedback – Scent getting stronger

•  Gain vs cost – Good content, easy to find

From Code to Product Lecture 3 — UI Principles — Slide 90 gidgreen.com/course

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Information scent

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Information scent

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Direct manipulation

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Phot

o by

gar

rykn

ight

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Direct manipulation

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Reversibility

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Dangerous actions

From Code to Product Lecture 3 — UI Principles — Slide 96 gidgreen.com/course

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Dangerous actions

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Common actions

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Common actions

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Lecture 3

•  Introduction •  Vision •  Cognition •  Memory •  Action •  Emotion

From Code to Product Lecture 3 — UI Principles — Slide 100 gidgreen.com/course

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Emotion

From Code to Product Lecture 3 — UI Principles — Slide 101 gidgreen.com/course

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Waiting…

From Code to Product Lecture 3 — UI Principles — Slide 102 gidgreen.com/course

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Time limits

From Code to Product Lecture 3 — UI Principles — Slide 103 gidgreen.com/course

0.01 sec

0.1 sec

1 sec

10 sec

Moment of perception Stylus input on screen

Hand–eye coordination Clicks, drags, keys

Gap in conversation Waiting without progress bar

Concentration on mini-task Wizard step, field entry

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Avoid insults

From Code to Product Lecture 3 — UI Principles — Slide 104 gidgreen.com/course

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Color

From Code to Product Lecture 3 — UI Principles — Slide 105 gidgreen.com/course

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Color

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Design

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But…

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Feeling served

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•  What you want •  When you want it •  How you like it •  No grunt work •  No criticism •  No “personality” •  Cleanly presented

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Books

From Code to Product Lecture 3 — UI Principles — Slide 110 gidgreen.com/course

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Memory

From Code to Product Lecture 3 — UI Principles — Slide 111 gidgreen.com/course