ENG1003 Lecture Notes - Lecture 11: Affordance, Usability Testing, Multi-Touch

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User%interface%(UI)
Needs%to%be%designed%specially,%instead%of%just%adapting%existing%interfaces%of%
desktop%apps/websites%that%mobile%app%is%being%created%for
Key%hardware differences
Methods%of%interaction
Types%of%use of%mobile%devices
Make%use%of%features%of%device
Connected%to%Internet
Provides%info%like%light%levels,%camera%or%mic%input
**need%to%be%able%to%test%app's%UI%on%that%device%+%users%try%out
User-centred%design is%a%software%design%approach%that%involves%soliciting
feedback%frm%end%users%throughout development%process.
Differences%in%desktop/laptop%and%smartphone/tablet%interactions
Factor
Desktop/laptop
Smartphone/tablet
Brief
windows%
of%activity
App%used%for%short%time%with focused%purposes
(eg.%wearable%apps%like%Apple%Watch).%Designed%
to%quickly%put%info/decisions%in%front%of%user%to%
deal%with%before%efficiently%moving%on.
-->%common%ops have%to%be%accessible%w/%min%
actions%(eg.%mapping%and%navigation%apps%w/%
prominent%onscreen controls%to%pan)
Design
considerati
ons
Small screens
Placement%on%screen
Density%of%controls%on%screen
*usually%why%set%of%features%is%reduced
Extra%challenges:
Frequent%movement%btwn%screens
NOTlong%lists
Fonts readable%at%low%reso
Buttons/controls%large%enough%for%fingers
Input%
methods
Traditional,%uses%
keyboard%and%
mouse
Touch-based/gesture-based%actions (eg.%
swiping,%tapping,%dragging,%flicking,%pinching)
*powerful%but%complex%interaction%
technique%made%possible%by%multi-touch%
screen%technology
Requires%users%to%know how%to%interact%
(introduced%in%2007%w/%iPhone)
Not%easily%discoverable by%novices/non-
tech-savvy%users
Often%best%used%as%shortcuts for%
more%complicated%actions
Platform%conventions
Impt%because%consumers%expect certain%behaviours%and%appearances%
for%certain%mobile%platforms%like%Android%and%iOS
Would%feel%jarring and%out%of%place%if%apps%were%imported%w/o%
attention%to%target%environment
Can%take%advantage%of%users'%prior%knowledge so%less%instructions%
needed
Completely%new%interface%w/%diff%interactn%techniques%will%
require%more%teaching%to%users
Each%platform%has%a%set%of%design%guidelines%advising%how%to:
Present%info
Handle%certain%interactions
Guidance%on%making%UI%feel%familiar to%users
Design%principles%(for%usability)
=%used%by%interaction%designers%to%aid%their%thinking%when%designing%for%the%
user%experience,%intended%to%orient%designers%towards%thinking%about%diff%
aspects%of%their%designs
Donald%Norman's%principles%[author%of%'The%Design%of%Everyday%Things']
Visibility (eg.%highlight/enlarge/make%more%prominent%impt%buttons)
Relevant%elements%in%view
Obvious%what%they%are%for
Affordance(eg.%toggle%switches%in%MDL%and%iOS%that%look%like%real-world%
switches)
Appearance%indicate%usage%(eg.%buttons)
Probably%flawed%if%need%too%many%labels
Constraints (eg.%"swipe%to%unlock"%reduces%possibility%of%accidental%
unlocking)
Limitations%of%possible%actions%of%obj%-->%reduces%likelihood%of%
accidents/errors
Cognitive aids%(eg.%counters%on%missed%calls/msgs,%pop-up%windows%on%
Messenger)
External%representations%intended%to%gain%our%attention%at%a%time%
relevant%to%the%task
Transfer effects%(eg.%people%transferring%knowledge%of%using%mobile%
gestures%btwn%apps/devices)
Learning%and%expectations%of%similar%objs/interfaces%are%
transferred
Natural%mapping(eg.%volume%slider%placed%vertically%-->%naturally%
assume%lowest%@%bottom)
Relationship%btwn%controls%and%effects%in%real%world
How%objs,%devices%and%screens%are%laid%out%to%better%represent%
their%function
(eg.)%The%steering%wheel is%positioned%in%front%of%the%drivers%hands%and%
is visible between%them%and%their%view%of%the%road.%The%shape%and%design%of%a%
wheel%obviously afford turning,%and%it%has%a natural%mapping in%that%turning%
the%wheel%left%causes%the%car%to%turn%left%and%turning%the%wheel%right%causes%
the%car%to%turn%right.%The%wheel%is constrained with%weight%so%it%can’t%be%
swung%instantaneously%from%one%extreme%to%another,%which%would%be%
dangerous%at%high%speeds.%Most%wheels%have%a%visual%straight”%position%which%
always%maps%to%the%wheels%of%the%car%being%straight,%this%is%a%cognitive%aid that%
helps%the%driver%understand%the%position%of%the%steering%when%entering%the%
car.%Steering%wheels%act%the%same%way%in%almost%every%car%(and%many%other%
vehicles%including%power%boats)%allowing%the%controls%to%benefit%from transfer%
effects.
Ben%Shneiderman's 8%Golden%Rules%of%Interface%Design%["pioneer%of%usability"]%
**more)app-specific
Strive%for%consistency (eg.%language,%layout,%design,%appearance)
Easier%to%learn%and%use
More%predictable%and%easy%to%understand
§
Cater%to%universal%usability
Take%into%account%knowledge,%experience,% preferences,%physical%
and%intellectual% abilities
Offer%informative%feedback (eg.%sounds,%highlighting,%progress%bars)
User%feedback%abt%actions%to%inform%them%abt%what%is%happening
Design%dialogs to%yield%closure%(eg.%"success"%after%transaction)
User%feedback%@%end%of%a%transaction
Feedback%about%any%user%input%-saved%or%lost
Prevent%errors
Detect%and%correct%when%they%occur
Reduce%consequences%(eg.%undo)
Permit%easy%reversal of%actions%(eg.%quit%to%Home%screen,%undo)
Users%often%change%their%mind/interrupted/become%confused
Offer%an%easy%way%out
Support%internal%locus%of%control (eg.%don't%impose%popups/random%
updates%w/o%warning)
Giving%user%a%sense%of%control,%so%they%know%what%to%do,%when%and%
how%to%do
Allow%user%to%initiate%and%control%actions
Reduce%short-term%memory%load (eg.%predict%user's%location%instead%of%
manual%typing,%popup%Calendar%dialog%instead%of%forced%manual%typing)
Use%meaningful%mnemonices/icons/abbs/"hint"
Don't%make%overly%complex
Evaluating%usability
Human%Factors
A%field%of%research%focusing%on%interaction%btwn%humans%and%
physical%objs%(including%computers)
Encompasses%usability%testing%and%other%empirical% testing%
methods
Skeuomorphism
=%the%practice%of%engineering%software%to%look%like%a%physical%
device/obj
Can%be%effective%since%it%creates%familiarity,%relates%functionality%to%
sth%user%has%previous%experience%with
Works%well%ONLY%IN%MODERATION
Important%to%ask if%any%part%of%UI%is%helping/hindering user
Easy%to%get%carried%away%with%overdesigning (eg.%
shadows,%animations)%since%it%looks%cool%and%different
§
When%popular%(recently),%was%heavily%overused%in%mobile%
interfaces
Over-designed,%links%btwn%software%&%real%world%were%
sometimes%tenuous
Being%used%only%because%it%looked%cool,%not%because%it%
made%sense
§
Week$11:$User$Experience
Monday,%15%May%2017
22:01
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User%interface%(UI)
Needs%to%be%designed%specially,%instead%of%just%adapting%existing%interfaces%of%
desktop%apps/websites%that%mobile%app%is%being%created%for
Key%hardware differences
Methods%of%interaction
Types%of%use of%mobile%devices
Make%use%of%features%of%device
Connected%to%Internet
Sense%location%and%orientation
Provides%info%like%light%levels,%camera%or%mic%input
**need%to%be%able%to%test%app's%UI%on%that%device%+%users%try%out
User-centred%design is%a%software%design%approach%that%involves%soliciting
feedback%frm%end%users%throughout development%process.
Differences%in%desktop/laptop%and%smartphone/tablet%interactions
Factor Desktop/laptop Smartphone/tablet
Brief
windows%
of%activity
App%used%for%short%time%with focused%purposes
(eg.%wearable%apps%like%Apple%Watch).%Designed%
to%quickly%put%info/decisions%in%front%of%user%to%
deal%with%before%efficiently%moving%on.
-->%common%ops have%to%be%accessible%w/%min%
actions%(eg.%mapping%and%navigation%apps%w/%
prominent%onscreen controls%to%pan)
Design
considerati
ons
Small screens
Placement%on%screen
Density%of%controls%on%screen
*usually%why%set%of%features%is%reduced
Extra%challenges:
Frequent%movement%btwn%screens
NOTlong%lists
Fonts readable%at%low%reso
Buttons/controls%large%enough%for%fingers
Input%
methods
Traditional,%uses%
keyboard%and%
mouse
Touch-based/gesture-based%actions (eg.%
swiping,%tapping,%dragging,%flicking,%pinching)
*powerful%but%complex%interaction%
technique%made%possible%by%multi-touch%
screen%technology
Requires%users%to%know how%to%interact%
(introduced%in%2007%w/%iPhone)
Not%easily%discoverable by%novices/non-
tech-savvy%users
Often%best%used%as%shortcuts for%
more%complicated%actions
Platform%conventions
Impt%because%consumers%expect certain%behaviours%and%appearances%
for%certain%mobile%platforms%like%Android%and%iOS
Would%feel%jarring and%out%of%place%if%apps%were%imported%w/o%
attention%to%target%environment
Can%take%advantage%of%users'%prior%knowledge so%less%instructions%
needed
Completely%new%interface%w/%diff%interactn%techniques%will%
require%more%teaching%to%users
Each%platform%has%a%set%of%design%guidelines%advising%how%to:
Present%info
Handle%certain%interactions
Guidance%on%making%UI%feel%familiar to%users
Design%principles%(for%usability)
=%used%by%interaction%designers%to%aid%their%thinking%when%designing%for%the%
user%experience,%intended%to%orient%designers%towards%thinking%about%diff%
aspects%of%their%designs
Donald%Norman's%principles%[author%of%'The%Design%of%Everyday%Things']
Visibility (eg.%highlight/enlarge/make%more%prominent%impt%buttons)
Relevant%elements%in%view
Obvious%what%they%are%for
Affordance(eg.%toggle%switches%in%MDL%and%iOS%that%look%like%real-world%
switches)
Appearance%indicate%usage%(eg.%buttons)
Probably%flawed%if%need%too%many%labels
Constraints (eg.%"swipe%to%unlock"%reduces%possibility%of%accidental%
unlocking)
Limitations%of%possible%actions%of%obj%-->%reduces%likelihood%of%
accidents/errors
Cognitive aids%(eg.%counters%on%missed%calls/msgs,%pop-up%windows%on%
Messenger)
External%representations%intended%to%gain%our%attention%at%a%time%
relevant%to%the%task
Transfer effects%(eg.%people%transferring%knowledge%of%using%mobile%
gestures%btwn%apps/devices)
Learning%and%expectations%of%similar%objs/interfaces%are%
transferred
Natural%mapping(eg.%volume%slider%placed%vertically%-->%naturally%
assume%lowest%@%bottom)
Relationship%btwn%controls%and%effects%in%real%world
How%objs,%devices%and%screens%are%laid%out%to%better%represent%
their%function
(eg.)%The%steering%wheel is%positioned%in%front%of%the%drivers%hands%and%
is visible between%them%and%their%view%of%the%road.%The%shape%and%design%of%a%
wheel%obviously afford turning,%and%it%has%a natural%mapping in%that%turning%
the%wheel%left%causes%the%car%to%turn%left%and%turning%the%wheel%right%causes%
the%car%to%turn%right.%The%wheel%is constrained with%weight%so%it%can’t%be%
swung%instantaneously%from%one%extreme%to%another,%which%would%be%
dangerous%at%high%speeds.%Most%wheels%have%a%visual%straight”%position%which%
always%maps%to%the%wheels%of%the%car%being%straight,%this%is%a%cognitive%aid that%
helps%the%driver%understand%the%position%of%the%steering%when%entering%the%
car.%Steering%wheels%act%the%same%way%in%almost%every%car%(and%many%other%
vehicles%including%power%boats)%allowing%the%controls%to%benefit%from transfer%
effects.
Ben%Shneiderman's 8%Golden%Rules%of%Interface%Design%["pioneer%of%usability"]%
**more)app-specific
Strive%for%consistency (eg.%language,%layout,%design,%appearance)
Easier%to%learn%and%use
More%predictable%and%easy%to%understand
§
Cater%to%universal%usability
Take%into%account%knowledge,%experience,% preferences,%physical%
and%intellectual% abilities
Offer%informative%feedback (eg.%sounds,%highlighting,%progress%bars)
User%feedback%abt%actions%to%inform%them%abt%what%is%happening
Design%dialogs to%yield%closure%(eg.%"success"%after%transaction)
User%feedback%@%end%of%a%transaction
Feedback%about%any%user%input%-saved%or%lost
Prevent%errors
Detect%and%correct%when%they%occur
Reduce%consequences%(eg.%undo)
Permit%easy%reversal of%actions%(eg.%quit%to%Home%screen,%undo)
Users%often%change%their%mind/interrupted/become%confused
Offer%an%easy%way%out
Support%internal%locus%of%control (eg.%don't%impose%popups/random%
updates%w/o%warning)
Giving%user%a%sense%of%control,%so%they%know%what%to%do,%when%and%
how%to%do
Allow%user%to%initiate%and%control%actions
Reduce%short-term%memory%load (eg.%predict%user's%location%instead%of%
manual%typing,%popup%Calendar%dialog%instead%of%forced%manual%typing)
Use%meaningful%mnemonices/icons/abbs/"hint"
Don't%make%overly%complex
Evaluating%usability
Human%Factors
A%field%of%research%focusing%on%interaction%btwn%humans%and%
physical%objs%(including%computers)
Encompasses%usability%testing%and%other%empirical% testing%
methods
Skeuomorphism
=%the%practice%of%engineering%software%to%look%like%a%physical%
device/obj
Can%be%effective%since%it%creates%familiarity,%relates%functionality%to%
sth%user%has%previous%experience%with
Works%well%ONLY%IN%MODERATION
Important%to%ask if%any%part%of%UI%is%helping/hindering user
Easy%to%get%carried%away%with%overdesigning (eg.%
shadows,%animations)%since%it%looks%cool%and%different
§
When%popular%(recently),%was%heavily%overused%in%mobile%
interfaces
Over-designed,%links%btwn%software%&%real%world%were%
sometimes%tenuous
Being%used%only%because%it%looked%cool,%not%because%it%
made%sense
§
Week$11:$User$Experience
Monday,%15%May%2017 22:01
Unlock document

This preview shows pages 1-2 of the document.
Unlock all 5 pages and 3 million more documents.

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Document Summary

Needs to be designed specially, instead of just adapting existing interfaces of desktop apps/websites that mobile app is being created for. Provides info like light levels, camera or mic input. **need to be able to test app"s ui on that device + users try out. User-centred design is a software design approach that involves soliciting feedback frm end users throughout development process. App used for short time with focused purposes (eg. wearable apps like apple watch). Designed to quickly put info/decisions in front of user to deal with before efficiently moving on. -> common ops have to be accessible w/ min actions (eg. mapping and navigation apps w/ prominent onscreen controls to pan) Touch-based/gesture-based actions (eg. swiping, tapping, dragging, flicking, pinching) *powerful but complex interaction technique made possible by multi-touch screen technology. Requires users to know how to interact (introduced in 2007 w/ iphone) Often best used as shortcuts for more complicated actions.

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