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3 User Interface Principles From Code to Product - PowerPoint PPT Presentation

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


  1. Instructions From Code to Product Lecture 3 — UI Principles — Slide 67 gidgreen.com/course

  2. Instructions From Code to Product Lecture 3 — UI Principles — Slide 68 gidgreen.com/course

  3. Comparisons From Code to Product Lecture 3 — UI Principles — Slide 69 gidgreen.com/course

  4. Offer, don’t ask From Code to Product Lecture 3 — UI Principles — Slide 70 gidgreen.com/course

  5. Offer, don’t ask Car$ /bin/set-temperature 73f Temperature set OK Car$ /bin/rear-demister on COMMAND NOT RECOGNIZED From Code to Product Lecture 3 — UI Principles — Slide 71 gidgreen.com/course

  6. Overviews From Code to Product Lecture 3 — UI Principles — Slide 72 gidgreen.com/course

  7. Autosuggest From Code to Product Lecture 3 — UI Principles — Slide 73 gidgreen.com/course

  8. Show what’s old From Code to Product Lecture 3 — UI Principles — Slide 74 gidgreen.com/course

  9. Show what’s new From Code to Product Lecture 3 — UI Principles — Slide 75 gidgreen.com/course

  10. Consistency Source: bhc3.com From Code to Product Lecture 3 — UI Principles — Slide 76 gidgreen.com/course

  11. Learned mapping From Code to Product Lecture 3 — UI Principles — Slide 77 gidgreen.com/course

  12. Learned affordance From Code to Product Lecture 3 — UI Principles — Slide 78 gidgreen.com/course

  13. Learned idioms From Code to Product Lecture 3 — UI Principles — Slide 79 gidgreen.com/course

  14. Lecture 3 • Introduction • Vision • Cognition • Memory • Action • Emotion From Code to Product Lecture 3 — UI Principles — Slide 80 gidgreen.com/course

  15. Action http://www.85qm.de/up/BigRedButton.swf From Code to Product Lecture 3 — UI Principles — Slide 81 gidgreen.com/course

  16. Goals and subgoals Make my friend feel better Wait for flowers Call Send flowers to friend online to arrive friend up Find a flowers website Order the flowers Open web Go to Type in Choose the best site browser google.com “flowers” f l o w e r s From Code to Product Lecture 3 — UI Principles — Slide 82 gidgreen.com/course

  17. Execute—Evaluate Try Was the Next Define something subgoal YES! subgoal… subgoal NO sensible reached? From Code to Product Lecture 3 — UI Principles — Slide 83 gidgreen.com/course

  18. Execute—Evaluate Choose the best site Wikipedia Looks OK, but Seems to be UK only first. Back! only. Back! Looks perfect. Seems really We’re done! pricey. Back! From Code to Product Lecture 3 — UI Principles — Slide 84 gidgreen.com/course

  19. 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 85 gidgreen.com/course

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

  21. 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 87 gidgreen.com/course

  22. Direct manipulation Photo by garryknight From Code to Product Lecture 3 — UI Principles — Slide 88 gidgreen.com/course

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

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

  25. Dangerous actions From Code to Product Lecture 3 — UI Principles — Slide 91 gidgreen.com/course

  26. Dangerous actions From Code to Product Lecture 3 — UI Principles — Slide 92 gidgreen.com/course

  27. Common actions From Code to Product Lecture 3 — UI Principles — Slide 93 gidgreen.com/course

  28. Common actions From Code to Product Lecture 3 — UI Principles — Slide 94 gidgreen.com/course

  29. Lecture 3 • Introduction • Vision • Cognition • Memory • Action • Emotion From Code to Product Lecture 3 — UI Principles — Slide 95 gidgreen.com/course

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

  31. Waiting… From Code to Product Lecture 3 — UI Principles — Slide 97 gidgreen.com/course

  32. Time limits Moment of perception 0.01 sec Stylus input on screen Hand–eye coordination 0.1 sec Clicks, drags, keys Gap in conversation 1 sec Waiting without progress bar Concentration on mini-task 10 sec Wizard step, field entry From Code to Product Lecture 3 — UI Principles — Slide 98 gidgreen.com/course

  33. Avoid insults From Code to Product Lecture 3 — UI Principles — Slide 99 gidgreen.com/course

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

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