Interface building tools
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1 IMS5302 Human factors and usability Interface building tools Kathy Lynch Lecture Overview Successful interface design Building an interface Standards Methods Tools It is standard practice in interactive systems development to separate the user interface from the remainder of the application signifies that the slide is NOT in the student notes/web 2 Three pillars of successful UI development Each pillar of success CAN help user- interface designers to turn good ideas into successful systems Working guidelines are critical to the success of an interface S&P, p114 3 Lynch & Fisher. Monash University 1
2 Pillar 2: Interface building tools Need standards a method a tool (or two) to consider multi- platform applications, eg desktop versus mobile a realistic model of the interface prior to full development. to recognise constraints 4 Standards Important to specify (and follow) standards and guidelines Example Microsoft and Apple have standards and guidelines The KDE User Interface Guidelines, have instructions (and examples) for developing UI for their applications style/basics/quitclose.html 5 Methodologies Prototyping JAD: Joint Application Development, RAD: Rapid application development User- centred design!! 6 Lynch & Fisher. Monash University 2
3 Prototyping is A model of the overall design features, function, look and feel Often a working mini- version of the final product proof of concept Demonstrates the underlying technology of the final product A potential marketing tool 7 Prototyping Features: Partially completed user needs Participation of end users Cognitive walkthroughs Iterative requirements analysis, development and evaluation Is either used, modified, or thrown away 8 Prototype development process Create Development environment, Standards content Test Usability Formative evaluation Modify Redesign, start again, or abort 9 Lynch & Fisher. Monash University 3
4 Prototyping tools (examples) Paper PICTIVE. (Plastic Interface for Collaborative Technology Initiatives through Video Exploration; Muller, 1991) ; using low fidelity office items, such as sticky notes and pens, and a collection of design objects to investigate specific screen and window layouts for a system. (Preece et al 2002 p. 307). 10 Prototyping tools Grey-screen prototyping is a rapid development process where sequential or interrelated screens without the use of colour and gimmicks. The intention of using grey screens is to reduce interference of colour and multimedia elements that often distract the user from the purpose of the evaluation. Screen mockups Interactive Other (whatever works for the user and the developer) 11 Tools Purpose built tools, eg Authorware Customized tools, eg Powerpoint, Flowcharting programs (eg Visio), mindmapping tools Designing specific components Menu-selection and dialogue-box trees; do not show where the user has come from or going to Transition diagrams; show the full picture or storyboard of the application 12 Lynch & Fisher. Monash University 4
5 Platform Development platform End- user platform Testing 13 Pillar 3: Expert reviews and usability testing Pilot testing of components Experts and intended users (see another lecture) 14 Summary For the practitioner: Interface development tools have been designed to assist in the development of the interface, they can be complex and take control of the project Need to evaluate the tool before it is used User involvement (through participation, and evaluation) For the organisation: Addressing the possible dilemma - Too many ideas: Not enough time Be aware of the standards and guidelines and ensure attention to these are written into the plans. Examine the project against the requirements 15 Lynch & Fisher. Monash University 5
6 References and readings Clarke, David (1996) A Guide to Interface development environments. Interfaces, Vol32, Summer. Online at Landay, J and Myers, B. (2001) "Sketching Interfaces: Toward More Human Interface Design." IEEE Computer, vol. 34, no. 3, March pp Muller, Michael J., Wildman, Daniel M., and White, Ellen A., (1991) "PICTIVE--An Exploration in Participatory Design," CHI '91 Conference Proceedings. Reading, MA: Addison-Wesley, Preece, J., Rogers, Y., & Sharp, H. (2002). Interaction design: Beyond human-computer interaction. New York, NY: John Wiley & Sons. Shneiderman and Plasiant (2005) ch 5 16 Lynch & Fisher. Monash University 6
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