Final Module 2 Notes
Final Module 2 Notes
Module – II
Design Process
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User Interface Design
quickly identify problems and allow you to develop solutions. Prototyping and
testing must be continually performed during all stages of development to
uncover all potential defects. If thorough testing is not performed before product
release, the testing will occur in the user's office. Encountering a series of
problems early in system use will create a negative first impression in the
customer's mind, and this may harden quickly, creating attitudes that may be
difficult to change. It is also much harder and more costly to fix a product after its
release.
• Modify and iterate the design as much as necessary: While design will proceed
through a series of stages, problems detected in one stage may force the developer
to revisit a previous stage.. Establish user performance and acceptance criteria and
continue testing and modifying until all design goals are met.
• Integrate the design of all the system components: The software, the
documentation, the help function, and training needs are all important elements of
a graphical system or Web site and all should be developed concurrently. Time
will also existfor design trade-offs to be thought out more carefully.
Usability
• The term usability used to describe the effectiveness of human performance. The
term usability is defined as “the capability to be used by humans easily and
effectively, where,
easily = to a specified level of subjective assessment,
effectively = to a specified level of human performance.”
• Mandel (1994) lists the 10 most common usability problems in graphical systems
as reported by IBM usability specialists. They are:
1. Ambiguous menus and icons.
2. Languages that permit only single-direction movement through a
system.
3. Input and direct manipulation limits.
4. Highlighting and selection limitations.
5. Unclear step sequences.
6. More steps to manage the interface than to perform tasks.
7. Complex linkage between and within applications.
8. Inadequate feedback and confirmation.
9. Lack of system anticipation and intelligence.
10. Inadequate error messages, help, tutorials, and documentation.
• Shackel (1991) presents the following more objective criteria for measuring
usability.
• How effective is the interface? Can the required range of tasks be accomplished:
o At better than some required level of performance (for example, in terms
of speed and errors)?
o By some required percentage of the specified target range of users?
o Within some required proportion of the range of usage environments?
• How learnable is the interface? Can the interface be learned:
• Within some specified time from commissioning and start of user
training?
• Based on some specified amount of training and user support?
• Within some specified relearning time each time for intermittent users?
• How flexible is the interface? Is it flexible enough to:
• Allow some specified percentage variation in tasks and/or environments
beyond those first specified?
• What are the attitudes of the users? Are they: Within acceptable levels of
human cost in terms of tiredness, discomfort, frustration, and personal
effort?
• Such that satisfaction causes continued and enhanced usage of the system?
• To create a truly usable system, the designer must always do the following:
o Understand how people interact with computers.
o Understand the human characteristics important in design.
o Identify the user's level of knowledge and experience.
o Identify the characteristics of the user's needs, tasks, and jobs.
o Identify the user's psychological characteristics.
o Identify the user's physical characteristics.
o Employ recommended methods for gaining understanding of users.
• What makes a system difficult to use in the eyes of its user? Listed below are
several contributing factors that apply to traditional business systems.
• Use of jargon.
• Non-obvious design.
• Non-obvious design.
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• Disparity in problem-solving strategies.
• Design inconsistency.
Responses to Poor Design
• Perception is our awareness and understanding of the elements and objects of our
environment through the physical sensation of our various senses, including sight,
sound, smell, and so forth. Perception is influenced, in part, by experience.
• Other perceptual characteristics include the following:
o Proximity. Our eyes and mind see objects as belonging together if they are
near each other in space.
o Similarity. Our eyes and mind see objects as belonging together if they
share a common visual property, such as color, size, shape, brightness, or
orientation.
o Matching patterns. We respond similarly to the same shape in different
sizes. The letters of the alphabet, for example, possess the same meaning,
regardless of physical size.
o Succinctness. We see an object as having some perfect or simple shape
because perfection or simplicity is easier to remember.
o Closure. Our perception is synthetic; it establishes meaningful wholes. If
something does not quite close itself, such as a circle, square, triangle, or
word, we see it as closed anyway.
o Unity. Objects that form closed shapes are perceived as a group.
o Continuity. Shortened lines may be automatically extended.
o Balance. We desire stabilization or equilibrium in our viewing
environment. Vertical, horizontal, and right angles are the most visually
satisfying and easiest to look at.
o Expectancies. Perception is also influenced by expectancies; sometimes
we perceive not what is there but what we expect to be there. Missing a
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spelling mistake in proofreading something we write is often an example
of a perceptual expectancy error; we see not how a word is spelled, but
how we expect to see it spelled.
o Context. Context, environment, and surroundings also influence individual
perception. For example, two drawn lines of the same length may look the
same length or different lengths, depending on the angle of adjacent lines or what
other people have said about the size of the lines.
o Signals versus noise. Our sensing mechanisms are bombarded by many
stimuli, some of which are important and some of which are not.
Important stimuli are called signals; those that are not important or
unwanted are called noise.
Memory
Sensory Storage
Visual Acuity
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• The capacity of the eye to resolve details is called visual acuity. It is the
phenomenon that results in an object becoming more distinct as we turn our
eyes toward it and rapidly losing distinctness as we turn our eyes away—that is,
as the visual angle from the point of fixation increases.
• It has been shown that relative visual acuity is approximately halved at a
distanceof 2.5 degrees from the point of eye fixation
• The eye's sensitivity increases for those characters closest to the fixation point
(the “0”) and decreases for those characters at the extreme edges of the circle (a
50/50 chance exists for getting these characters correctly identified). This may
be presumed to be a visual “chunk” of a screen
Information Processing
• The information that our senses collect that is deemed important enough to do
something about then has to be processed in some meaningful way.
• There are two levels of information processing going on within us. One level, the
highest level, is identified with consciousness and working memory. It is limited,
slow, and sequential, and is used for reading and understanding.
• In addition to this higher level, there exists a lower level of information
processing, and the limit of its capacity is unknown. This lower level processes
familiar information rapidly, in parallel with the higher level, and without
conscious effort.
• Both levels function simultaneously, the higher level performing reasoning and
problem solving, the lower level perceiving the physical form of information
sensed.
Mental Models
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things, make decisions, do something, or interact with another person. Mental
models also enable a person to predict the actions necessary to do things if the action has
been forgotten or has not yet been encountered.
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• A person already familiar with one computer system will bring to another system
a mental model containing specific visual and usage expectations. If the new
system complies with already-established models, it will be much easier to learn
and use.
• The key to forming a transferable mental model of a system is design consistency
and design standards.
Movement Control
• Particularly important in screen design is Fitts' Law (1954). This law states that:
• The time to acquire a target is a function of the distance to and size of the target.
• This simply means that the bigger the target is, or the closer the target is, the
faster it will be reached. The implications in screen design are:
o Provide large objects for important functions.
o Take advantage of the “pinning” actions of the sides, top, bottom, and
corners of the screen.
Learning
Individual Differences
• In reality, there is no average user. A complicating but very advantageous human
characteristic is that we all differ—in looks, feelings, motor abilities, intellectual
abilities, learning abilities and speed, and so on.
• Individual differences complicate design because the design must permit people
with widely varying characteristics to satisfactorily and comfortably learn the task
or job, or use the Web site.
• Multiple versions of a system can easily be created. Design must provide for the
needs of all potential users.
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Understand the Business Function
The general steps to be performed are:
DIRECT METHODS
Advantages
• The significant advantage of the direct methods is the opportunity they provide to
hear the user's comments in person and firsthand.
• Person-to-person encounters permit multiple channels of communication (body
language, voice inflections, and so on) and provide the opportunity to
immediately follow up on vague or incomplete data.
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Here are some recommended direct methods for getting input from users.
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consuming to conduct, and someone skilled in interviewing techniques
should perform them.
• A small group of users and a moderator brought together to verbally discuss the
requirements.
• The purpose of a focus group is to probe user's experiences, attitudes, beliefs, and
desires, and to obtain their reactions to ideas or prototypes
• Setting up focus group involves the following:
o Establish the objectives of the session.
o Select participants representing typical users, or potential users.
o Write a script for the moderator to follow.
o Find a skilled moderator to facilitate discussion, to ensure that the
discussion remains focused on relevant topics, and to ensure that everyone
participates.
o Allow the moderator flexibility in using the script.
o Take good notes, using the session recording for backup and clarification
Requirements Prototyping
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functionality.
User-Interface Prototyping
• A demo, or early prototype, is presented to users to uncover user-interface issues
and problems
Usability Laboratory Testing
□ Users at work are observed, evaluated, and measured in a specially constructed
laboratory to establish the usability of the product at that point in time.
□ Usability tests uncover what people actually do, not what they think they do a
common problem with verbal descriptions
□ The same scenarios can be presented to multiple users, providing comparative
data from several users.
Card Sorting for Web Sites
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Paper Survey or Questionnaire
• A survey or questionnaire is administered to a sample of users using traditional
mail methods to obtain their needs.
• Advantage
o Questionnaires have the potential to be used for a large target audience
located most anywhere, and are much cheaper than customer visits.
o They generally, however, have a low return rate
• Disadvantage
o They may take a long time to collect and may be difficult to analyze.
• Questionnaires should be composed mostly of closed questions
• Questionnaires should be relatively short and created by someone experienced in
their design.
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Support Line
• Information collected by the unit that helps customers with day-to-day problems
is analyzed (Customer Support, Technical Support, Help Desk, etc.).
E-Mail or Bulletin Board
• Problems, questions, and suggestions from users posted to a bulletin board or
through e-mail are analyzed.
User Group
• Improvements are suggested by customer groups who convene periodically to
discuss software usage. They require careful planning.
Competitor Analyses
• A review of competitor's products or Web sites is used to gather ideas, uncover
design requirements and identify tasks.
Trade Show
• Customers at a trade show are presented a mock-up or prototype and asked for
comments.
Other Media Analysis
• An analysis of how other media, print or broadcast, present the process,
information, or subject matter of interest.
System Testing
□ New requirements and feedback are obtained from ongoing product testing
Requirements Collection Guidelines
• A goal of task analysis, and a goal of understanding the user, is to gain a picture
of the user's mental model. A mental model is an internal representation of a
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person's current conceptualization and understanding of something.
• Mental models are gradually developed in order to understand, explain, and do
something. Mental models enable a person to predict the actions necessary to do
things if the actions have been forgotten or have not yet been encountered.
• User activities are precisely described in a task analysis. Task analysis involves
breaking down the user's activities to the individual task level. The goal is to
obtain an understanding of why and how people currently do the things that will
be automated.
• Knowing why establishes the major work goals; knowing how provides details of
actions performed to accomplish these goals. Task analysis also provides
information concerning workflows, the interrelationships between people, objects,
and actions, and the user's conceptual frameworks. The output of a task analysis
is a complete description of all user tasks and interactions.
• One result of a task analysis is a listing of the user's current tasks. This list should
be well documented and maintained. Changes in task requirements can then be
easily incorporated as design iteration occurs. Another result is a list of objects the
users see as important to what they do. The objects can be sorted into the
following categories:
o Concrete objects—things that can be touched.
o People who are the object of sentences—normally
organization employees, customers,
o for example.
o Forms or journals—things that keep track of information.
o People who are the subject of sentences—normally the users of a system.
o Abstract objects—anything not included above.
• The output of the task analysis is the creation, by the designer, of a conceptual
model for the user interface. A conceptual model is the general conceptual
framework through which the system's functions are presented. Such a model
describes how the interface will present objects, the relationships between objects,
the properties of objects, and the actions that will be performed.
• The goal of the designer is to facilitate for the user the development of useful
mental model of the system. This is accomplished by presenting to the user a
meaningful conceptual model of the system. When the user then encounters the
system, his or her existing mental model will, hopefully, mesh well with the
system's conceptual model.
• Reflect the user’s mental model not the designer’s: A user will have different
expectations and levels of knowledge than the designer. So, the mental models of
the user and designer will be different. The user is concerned with the task to be
performed, the business objectives that must be fulfilled.
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• Make invisible parts and process of a system visible: New users of a system
often make erroneous or incomplete assumptions about what is invisible and
develop a faulty mental model. As more experience is gained, their mental models
evolve to become more accurate and complete. Making invisible parts of a system
visible will speed up the process of developing correct mental models.
• Provide proper and correct feedback: Be generous in providing feedback. Keep
a person informed of what is happening, and what has happened, at all times,
including:
o Provide visible results of actions.
o Display actions in progress.
o Provide a continuous indication of status.
o Present as much context information as possible.
o Provide clear, constructive, and correct error messages.
• Promote the development of both novice and expert mental models : Novices
and experts are likely to bring to bear different mental models when using a system.
Defining Objects
• Determine all objects that have to be manipulated to get work done. Describe:
— The objects used in tasks.
— Object behavior and characteristics that differentiate each kind of object.
— The relationship of objects to each other and the people using them.
— The actions performed.
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— The objects to which actions apply.
— State information or attributes that each object in the task must preserve,
display, or allow to be edited.
• Identify the objects and actions that appear most often in the workflow.
• Make the several most important objects very obvious and easy to manipulate.
Developing Metaphors
• A metaphor is a concept where one's body of knowledge about one thing is used
to understand something else. Metaphors act as building blocks of a system,
aiding understanding of how a system works and is organized.
• Real-world metaphors are most often the best choice. Replicate what is familiar
and well known. A common metaphor in a graphical system is the desktop and its
components,
o Choose the analogy that works best for each object and its actions.
o Use real-world metaphors.
o Use simple metaphors.
o Use common metaphors.
o Multiple metaphors may coexist.
o Use major metaphors, even if you can't exactly replicate them visually.
o Test the selected metaphors.
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Usable:The solution provides functionality that is easy to use and intuitive, for which basic
functions do not require much active concentration to accomplish. Given the e-commerce
example just used, this could mean that the process to purchase a product is simple and quick.
Desirable:Good UX designs enable experiences that are desirable, or even delightful. So not only
does the solution provide useful features that are easy to use, but it also does so in a way that
engages the user — often through great visual design, content, and copy. To continue with the e-
commerce the capability to purchase a product online should be so compelling and enjoyable that
users are likely to come back again sometime soon or even share the experience with others
within their friends and family.
UX Components
UX design is a particularly multidisciplinary practice that integrates a number of components.
Information architecture:
Information architecture is one of the most fundamental components to good UX design and
refers to breaking down a solution, website, or screen into the most basic contents, including
these:
Navigation: How a user navigates on a site
Content organization: How information is organized, into which modules or “containers”
it is placed, and where the modules go.
Visual priority of page elements: Where things fall or reside on the screen
Interaction design: Interaction design defines the rules for how a user interacts with an
experience.
Information architecture is most often brought to life during the design process through a
wireframe: a blackand-white sketch of a web page or an application screen, much like an
architectural blueprint that provides a basic illustration of a house under construction.
Content strategy:
Content strategy is similar to the overall editorial strategy for the experience, outlining the
objectives and defining characteristics of all the content, whether that is written content or
functionality. All content within an experience should have a purpose and must be meaningful
in helping a user achieve a task.
Interaction design:
Interaction design defines the rules for how a user interacts with an experience: what happens
when users navigate, choose buttons, and follow links, for instance.
Interaction design helps to define the journey a user goes through to accomplish a task. Say a
user wants to interact with online support on a website. What does the user do before, during,
and after that experience? What types of interaction should the website include so that all the
user’s needs are met? The area of interaction design is growing as the types of interactions
with digital products increases.
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Usability:
Usability refers to how well the experience performs against users' interactions with it. Is the
experience clear and intuitive to users, or does it require active concentration to complete
basic functions or needs? Poor usability is an experience killer in today’s world of digital
media. And an experience killer can mean a death in the relationship between you and your
user.
You should know your users — those who interact with your product, service, brand,
company, or all of the above via a digital interface — as well as you know your best friends
(or even better). This means you need to get into their minds and understand how they think,
act, look, and behave.
Visual design:
The visual aspects to any user’s experience are the most visible components of the solution.
Visual design not only helps to ensure a solution is aesthetically pleasing, but it also helps
ensure that the solution follows brand consistency. In addition, though, visual design helps a
user digest all the content on any screen, so it’s a key contributor to the usability of an
experience. Of course anyone who pays a professional to build an interface wants it to look
good. But sometimes, this becomes the main priority — color and imagery take the front seat
to all other design decisions.
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