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Physically, the display you work with is large enough to show two separate panels at once. Adapted from Tidwell, J. Use when: Your application consists of many pages or panels of content for the user to navigate through. For a device with tight space restrictions,.

Your users [also] may not be habitual computer users—having many application windows open at once may confuse them. Modern inter- faces employ graphical user interface GUI elements e. From Smith, S. It is up to the UI designer to compose these input methods for the best performance with respect to the design con- straints e. Consistency of data-entry transactions: Similar sequences of actions should be used under all conditions similar delimit- ers, abbreviations, etc.

Minimal input actions by user: Fewer input actions means greater operator productivity. Selection from a list e. Avoid switch- ing between the keyboard and the mouse.

Use default values. Compatibility of data entry with data display: The format of data-entry information should be linked closely to the format of displayed information i. Clear and effective labeling of buttons and data-entry fields: Use consistent labeling. Distinguish between required and optional data entry. Place labels close to the data-entry field.

Match and place the sequence of data-entry and selection fields in a natural scanning and hand-movement direction e. Such a placement is likely to produce frequent erroneous input. Design of form and dialog boxes: Most visual-display layout guidelines also apply to the design of form and dialog boxes.

Situations become more complicated when other forms of input are also used, such as touch, gesture, three- dimensional 3-D selection, and voice. There are separate guidelines for incorporating such input modalities. It explains how to make web content more accessible to people with disabilities.

Web content generally refers to the information in a web page or web appli- cation, including text, images, forms, sounds, and such Figure 2. The following is a summary of the guidelines: 1. Perceivable A. Provide text alternatives for nontext content. Provide captions and other alternatives for multimedia. Create content that can be presented in different ways, including by assistive technologies, without losing meaning.

Make it easier for users to see and hear content. The colors of the background and foreground text can be changed. Operable A. Make all functionality available from a keyboard. Give users enough time to read and use content. Do not use content that causes seizures.

Help users navigate and find content. Understandable A. Make text readable and understandable. Make content appear and operate in predictable ways.

Help users avoid and correct mistakes. Robust A. Maximize compatibility with current and future user tools. Many conventional principles equally apply to mobile networked devices Figure 2. Fast status information especially with regard to network connection and services 2.

Minimize typing and leverage on varied input hardware e. Large hit targets for easy and correct selection and manipulation 5. Enable shortcuts e. Keep the user informed of his or her actions 3.

It concerns the limited and differ- ent sizes of a family of handheld devices i. Make sure that your app consistently provides a balanced and aestheti- cally pleasing layout by adjusting its content to varying screen sizes and orientations. Panels are a great way for your app to achieve this. They allow you to combine multiple views into one compound view when a lot of horizontal screen real estate is available and by splitting them up when less space is available.

For instance, Apple has published a design guideline document [8] that details how appli- cation icons should be designed and stylized: 1. Investigate how your choice of image and color might be interpreted by people from different cultures.

Create different sizes of your app icon for different devices. When iOS displays the app icon on the home screen of a device, it automatically adds the following visual effects: a rounded corners, b drop shadow, and c reflective shine.

These guidelines promote organi- zational styling and its identity and, ultimately, its consistency in user interfaces. Franklin Gothic is used only for text over point size. It is used for headers and should never be used for body text. Tahoma should be used at 8-, 9-, or point sizes.

Trebuchet MS bold, 10 point is used only for the title bars of Windows Figure 2. Similar to visual icons, which must capture the underlying meaning for whatever it is trying to represent and draw attention for easy recognition, ear- cons should be designed to be intuitive.

They suggest three types of earcons, namely, those that are a symbolic, b nomic, and c meta- phoric. Symbolic earcons rely on social convention such as applause for approval; nomic ones are physical such as a door slam; and metaphori- cal ones are based on capturing the similarities such as a falling pitch for a falling object [10].

We take a more in- depth look at the aural modality in Chapter 3. The categories include design guidelines for manual control, spoken input and out- put, visual and auditory display, navigation guide, and cell phone con- sideration, to name just a few Figure 2. The use of send to make a connection and power to turn a phone on and off are notable inconsistencies.

Voice dialog Verbal commands and button labels should use the same terms. Commands of interest include dial, store, recall, and clear. This is an instance of the consistency principle. Manual dialing The store and recall buttons, used for similar functions, should be adjacent to each other. This is an instance of the grouping principle.

Source: Green, P. The following is a guideline under the checkout-process section concerning the steps of a subtask the checkout process. Check-out should start at the shopping cart, followed by the gift options or shipping method, the shipping address, the billing address, payment information, order review and finally an order summary. The checkout process is linear.

Many guidelines are still at quite a high level, similar to the HCI principles, and leave the developer wondering how to actually apply them in practice.

Another reason is that there are just too many different aspects to consider especially for a large-scale system. Sometimes, the guide- lines can even be in conflict with each other, which requires priori- tizing on the part of the designer.

For instance, it can be difficult to give contrast to an item for highlighting its importance when one is restricted to using certain colors, e. Another example might be when attempting to introduce a new interface technology e. While the new interface may have been proven effective in the laboratory, it still may require significant familiarizing and training on the part of the user.

It is often the case that external constraints such as monetary and human resources restrict sound HCI practice. One must realize that all designs involve compromises and tradeoffs.

Experienced designers understand the ultimate benefit and cost for practicing sound HCI design. In Chapter 3, we will study cognitive and ergo- nomic knowledge more theoretical , which, along with the principles and guidelines we have learned so far more experiential , will be applied to HCI design. ISO Tidwell, Jennifer. Designing interfaces. Leavitt, Michael O.

Research-based web design and usability guidelines. Smith, Sidney L. Guidelines for designing user interface software. Bedford, MA: Mitre Corporation. Reid, and Gregg Vanderheiden, eds. Web content accessibility guidelines WCAG 2. Guidelines for mobile interface design. Multi-pane layouts. Windows XP visual guidelines. Microsoft Corporation. Blattner, Meera M. Sumikawa, and Robert M. Earcons and icons: Their structure and common design principles. Human—Computer Interaction 4 1 : 11— Suggested human factors design guidelines for driver information systems.

Kalsbeek, Maarten. Interface and interaction design patterns for e-commerce checkouts. We will look at the computer aspects of HCI design in the second part of this book. In this chapter, we take a brief look at some of the basic human factors that constrict the extent of this interaction. In Chapters 1 and 2, we studied two bodies of knowledge for HCI design, namely a high-level and abstract principles and b specific HCI guidelines.

To practice user-centered design by following these principles and guidelines, the interface requirements must often be investigated, solicited, derived, and understood directly from the tar- get users through focus interviews and surveys.

However, it is also possible to obtain a fairly good understanding of the target user from knowledge of human factors. Human-factors knowledge will particularly help us design HCI in the following ways. Also, evaluate inter- action models and interface implementations and explain or predict their performance and usability. For instance, a goal of a word-processing system might be to produce a nice-looking document as easily as possible. This problem-solving process epito- mizes the overall information-processing model.

As a lower level part of the information-processing chain [more ergonomic], we take a closer look at these and how they relate to HCI in Section 3. Figure 3. Then a hierarchi- cal plan Figure 3. A number of actions or subtasks are identified in the hope of solving the individual subgoals considering the external situation. By enacting the series of these subtasks to solve the subgoals, the top goal is eventually accomplished. Note that enacting the subtasks does not guarantee their successful completion i.

Thus the whole process is repeated by observing the resulting situation and revising and restoring the plan. Note that a specific interface may be chosen to accomplish the subtasks in the bottom. Note that in a general hierarchical task model, certain subtasks need to be applied in series, and some may need to be applied concurrently. One can readily appreciate from the simple example in Figure 3. The interaction model must represent as much as possible what the user has in mind, especially what the user expects must be done the mental model in order to accomplish the overall task.

The interface selection should be done based on ergonomics, user preference, and other requirements or constraints. Finally, the subtask structure can lend itself to the menu structure, and the actions and objects to which the actions apply can serve as the basis for an object-class diagram for an object-oriented interactive software implementation. In the remainder of this section and in Section 3. Ergonomic aspects are dis- cussed in Section 3.

Such a phenomenon would be a result of an interface based on an ill-modeled interaction. Memory capacity also influences the interactive performance greatly. As shown in Figure 3.

The short-term memory is also sometimes known as the working memory, in the sense that it contains changing memory elements meaning- ful for the task at hand or chunks. Humans are known to remember about eight chunks of memory lasting only a very short amount of time [2].

Imagine an interface with a large number of options or menu items. The user would have to rescan the available options a number of times to make the final selection.

In an online purchasing system, the user might not be able to remember all of the relevant information such as items purchased, delivery options, credit card chosen, billing address, usage of discount cards, etc. Retrieving information from the long-term memory is a difficult and relatively time-consuming task.

Therefore, if an interactive system e. Memory-related performance issues are also important in multi- tasking. Many modern computing settings offer multitasking envi- ronments. This process can bring about overall degradation in task performance in many respects [3]. Based on these figures and a task-sequence model, one might be able to quantitatively estimate the time taken to complete a given task and, therefore, make an evaluation with regard to the origi- nal performance requirements.

Tables 3. Boff, L. Kauffman, and J. Table 3. Point to file icon P 1. Point to file icon P 2. Click mouse button BB 2. Click mouse button BB 3. Point to file menu P 3.

Move hand to keyboard M 4. Press and hold mouse button B 4. Hit command key: command-T KK 5. Move hand back to mouse H 6. Release mouse button B 7. The GOMS evaluation methodology starts by the same hierarchi- cal task modeling we have described in Section 3. Once a sequence of subtasks is derived, one might map a specific operator in Table 3. With the pre- established performance measures Table 3. Different operator mappings can be tried comparatively in terms of their performance.

Even though this model was created nearly 30 years ago, the figures are still amazingly valid. GOMS models for other computing environments have been proposed as well [8]. GOMS is quite simple in that it can only evaluate in terms of the task performance, while there are many other criteria by which an HCI design should be evaluated.

Obviously, there can be some inaccuracies introduced in the use of the mental operators during the interaction modeling process.

We now shift our focus to raw information processing. First we look at the input side i. Humans are known to have at least five senses. Among them, those that would be relevant to HCI at least for now are the modalities of visual, aural, haptic force feedback , and tactile sensation. Taking external stimulation or raw sensory information sometimes computer generated and then processing it for perception is the first part in any human—computer interaction.

Another aspect of sensation and perception is attention, that is, how to make the user selectively consciously or otherwise tune in to a particular part of the information or stimulation. Note that attention must occur and be modulated within awareness of the larger task s. While we might tune in to certain important information, we often still need to have an understanding, albeit approximate, of the other activities or concurrent tasks, such as in multitasking or parallel pro- cessing of information.

In the following discussion, we examine the processes of sensa- tion and perception in the four major modalities and the associated human capabilities in this regard. Just as cognitive science was useful in interaction and task modeling, this knowledge is essential in sound interface selection and design. As already mentioned, the parameters of the visual interface design and display system will have to conform to the capacity and characteristics of the human visual system.

In this section, we review some of the important properties of the human visual system and their implications for interface design. First we take a look at a typical visual interaction situation as shown in Figure 3. The shaded area in Figure 3. Viewing distance dotted line in Figure 3. However, one might be able to define a nominal and typical viewing distance for a given task or operating environment.

The shaded area illustrates the horizontal field of view shown to be much less than the actual for illustration purpose , while the dashed line is the same as offered by the display. The display offers different fields of view depending on the viewing distance dotted line in the middle.

The oval shape in the display represents the approximate area for which high details are perceived through the corresponding foveal area in the user eyes. In Figure 3. The display offers different fields of view, depending on the viewing distance dotted line in the middle. This is also synonymous with the power of sight, which is different for different people and age groups. Note that the display FOV is more important than the absolute size of the display. A distant large display can have the same display FOV as a close small display, even though it may incur different viewing experiences.

If possible, it is desirable to choose the most economical display, not necessarily the biggest or the one with the highest resolu- tion, with respect to the requirement of the task and the typical user characteristics.

The oval region in Figure 3. On the other hand, the rods are distributed mainly in the periphery of the retina and are responsible for motion detection and less detailed peripheral vision. While details may not be sensed, the rods contrib- ute to our awareness of the surrounding environment. Differently from that of human perception, most displays have uniform resolution. However, if the object details can be adjusted depending on where the user is looking or based on what the user may be interested in Figure 3.

We may assess the utility of a large, very-high-resolution display system such as the one shown in Figure 3. Is it really worth the cost? Applications to mathematics , science , engineering , computer hardware , software packages , operating systems. Class : 3 hours a week Technical Programming Spring Author : Cleborne D.

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