@ChuckIsReady
2018-11-16T03:46:08.000000Z
字数 6849
阅读 1066
Chuck的复习手记
Outline
- Introduction
- Interaction types
- Usability and user experience goals
common problem:
1. xxx all look the same (容易混淆)
2. codes for xxx (界面里需要代码,普通人不方便)
3. help is the way to find out, but not obvious (帮助按钮不明显)
4. xxx and yyy are too close, it is easy to click “xxx” by mistake instead of the "YYY" (删除功能与其他操作太接近)
Principle KISS: [K]eep [I]t [S]imple and [S]tupid!
Goals of User Interface Design:
Involve users in the design process
User goal: find the info and accomplish something with minimal effort and time
Variation at knowledge level:
Novices - (totally new to the system, and have not used similar systems before)
Knowledgeable, intermittent(间歇性) users - (know what the system is about, but not so familiar with its interfaces)
Knowledgeable frequent users -(very familiar with the system)
Instructing 指令
Conversing 对话
Manipulating 操作
Exploring 探索
speech interfaces
sunmary:
Instructing 适合重复的事情
Conversing 适合孩子或者害怕电脑的人或特定服务
Manipulating 适合操作任务比如画图,驾驶
Basic steps
Three parts:
1. Establishing requirements
2. Designing prototype
3. Evaluation
a short story, to characterize what happens when users perform typical tasks
Novice: step-by-step (prompted), clear instructions/documentation, familiar language, informative feedback and error message
Casual/infrequent: clear instructions, consistent display, recognition than recall, e.g., menu paths
Expert and frequent: short cuts, strings of commands, abbreviations, accelerators, rapid response time
Contextual interview: Researchers watch and listen as users work in the user’s own environment
Individual interview: Take place face-to-face, by phone or video conference, or via instant messaging system
Hierarchical task model
Interface metaphor: Use familiar things or image to describe less familiar, abstract computer-based actions
- Benefits:
- Help users understand and learn how to use a new system easier
- Provide familiar entities that enable people to readily understand the underlying conceptual model and know what to do at an interface
- Can be innovative and enable the realm of computers and their applications to be made more accessible to a greater diversity of users
Prototype: concrete representations of a design
- Pros
- Get feedback from users faster
- Fix problems before code is written
- Experiment with alternative designs
- Keep the design centered on the user
Low-fidelity Benefits
- simple, cheap, and quick to produce and modify (takes only a few hours)
- helpful in early stage of development for exploring alternative designs and ideas, which helps provoke innovation and improvement
- when using rough sketches, users may feel more comfortable suggesting changes
Hi-Fi Benefits
- A true representation of the user interface
- Be much more effective in collecting true human performance data (e.g., time to complete a task), and in demonstrating actual products to clients and others
Heuristic Evaluation VS Usability Testing 启发式评价VS可用性测试
Heuristic Evaluation
is much faster
1-2 hours each evaluator (HE) vs. days-weeks (UT)
HE doesn’t require interpreting user’s actions
HE may miss problems & find “false positives”
Usability Testing
Usability testing is far more accurate (by definition)
Takes into account actual users and tasks
Know how typical users, especially first-time users, will behave
Task Scenarios
Example
1. Users complain that the login procedure requires too many steps: eight dialog boxes and passwords
==> few scope, small impact
Outline
- Layout design
- Color design
- Widgets design
- Menu and icon design
- Web interface design
- Mobile interface design
把相关的东西分组放在一起
不要孤立,找点东西和它对齐
用相同的词表示相同的功能
突出需要强调的内容
More principles:
- Less is More
- Hide advanced options, but make them easy to find!
Color Wheel
3 primary colors: red, yellow, blue
3 secondary colors:orange, green, purple
6 tertiary colors
radio,seleter 和 checkbox
弹框dialog
Three Mobile Contexts
- Bored 长时间使用,会中断
- Busy 支持单手操作,完成任务要迅速,关键信息要加粗
- Lost 离线支持,省电,初步定位
** Responsive design**
Optimize the content
- Smaller image size
- Remove lower priority content
- Reduce the page size and load time
Single column layout
- Use up the whole width of the screen
- Only scroll vertically
Outline
-Memory
-Human Professor Model
People are much better at recognizing things than recalling things
Design Guidelines for Memory
- Do not overload users’ memories with complicated procedures for carrying out tasks
- Users should not be required to remember information from one screen for use on another screen
Movement time MT to move the hand to target size W which is distance D away is given by:
MT = a + b log2 (1+D/W)
a approximates the start/stop time in seconds for a given device (it is a constant)
b measures the inherent speed of the device (e.g., mouse) a and b need to be determined experimentally for each device
D is the distance from the starting point to the center of the target
W is the width of the target measured along the axis of motion
For example, if a = 300 milliseconds, b = 200 msec/bit, D = 14 cm, W = 2 cm
Answer: MT = 300+200log2(1+14/2) = 900 milliseconds
Pie menu (bigger targets & shorter distance)