3.1 Design Techniques
3.1 Design Techniques
3.1 Design Techniques
1: Design
Techniques
Design issues
The user interface design process
Command
GUI
language
manager
interpreter
Operating system
Metaphors in UI design
Can help users develop a mental model
Desktop, street map, doorknob, screwdriver as metaphors
Metaphor should be obvious to user
What metaphors does the Windows system use?
Method JSD
OUIT
Type Network Units cm
Hierarchical menus
Selecting a menu item causes the menu to be replaced by a sub-
menu
Walking menus
A menu selection causes another menu to be revealed
Title ISBN
Author Price
Publication
Publisher date
Number of
Edition copies
Classification Loan
status
Date of
Order
purchase
status
LIBSYS: Search
Keyword or phras e
Dynamic information
Changes during a session and the changes must be
communicated to the system user.
May be either numeric or textual.
4000
3000
2 000
1 000
0
Jan Feb Mar April May June
User Interface Design
Information presentation…
Analogue or digital presentation?
Digital presentation
Analogue presentation
1
0 10 20
4 2
Message
presentation
system
!
The filename you have chosen h as been
used. Please choose an other name
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User Interface Design
Error messages…
• Design factors in message wording
Factor Description
Context Wherever possible, the messages generated by the system should reflect the current
user context. As far as is possible, the system should be aware of what the user is doing
and should generate messages that are relevant to their current activity.
Experience As u sers become familiar with a s ystem they become irritated by long, ÔmeaningfulÕ
messages. However, beginners find it difficult to understand short terse statements of a
problem. You should provide both types of message and allow the user to control
message conciseness.
Skill level Messages should be tailored to the userÕsskills as well as their experience. Messages
for the different classes of user may be ex pressed in d ifferent ways depending on the
terminology that is familiar to the reader.
Style Messages should be positive rather than negative. They should use the active rather
than the passive mode of address. They should never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiar with the culture of the
country where the system is sold. There are distinct cultural differences between
Europe, Asia and America. A su itable message for one culture might be unacceptable
in another.
Patient’s name
MacDonald, R.
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Entry from
application
Help history
1. Mail
2. Send mail
3. Read mail
4. Redirection
Introductory manual
Presents an informal introduction to the system
Designed sketches
Now we can:
Check our design and against the recommended
prototyping methods
Do In-class user testing