The document discusses principles of user interface design for information and communication technologies. It describes reasons for using cognitive models to understand how users interact with systems. Some key design principles are discussed like visibility, feedback, and consistency. Conceptual models aim to keep interfaces simple and map concepts to users' existing knowledge through metaphors. Direct manipulation is presented as an interaction style that allows users to directly act on interface objects, bridging the gulf of execution and evaluation. Advantages of direct manipulation include being easy to learn while disadvantages include difficulties in programming and suitability for small displays.
3. Design for use
• Use vs functionality
• Design not for a single user
• Social, environmental, cultural, psychological factors
• Linguistics
4. Reasons for using cognitive models
1. Understand what is going on when users use system
2. Predict how users will behave
3. Identify & explain problems
4. Provide knowledge what use can or cannot be expected to do
5. Take advantage of particular aspects of user skills and abilities
6. Conceptual Model
• A high-level description of how a system is organized and operates. What
people can do with a product and what concepts are required to understand
how to interact with it?
• Goals
• Keep it simple as much as possible
• Few or No concept from outside of task domain
7. Core Components of Conceptual Model
• Metaphors and analogies
• Concepts exposed through product
• Relationships between these concepts
• Mapping between these concepts
8. Interface Metaphor
• An Interface metaphor is a set of user interface visuals, actions and
procedures that exploit specific knowledge that users already have of other
domains.
• Examples
• Folders
• Bin (Recycle Bin)
• Shopping cart
9. Benefits of Interface metaphor
• Makes learning new systems easier
• Helps users understand the underlying conceptual model
• Can be very innovative and enable the realm of computers and their
applications to be made more accessible to a greater diversity of users
10. Input & Output Technologies
• Input: the process that occurs as information from inside the user’s head or
from the environment is transformed into the sort of data that computers
can use
• Output: the process of re-representing computer data into a form that the
user can comprehend and make use of.
11. Interaction Styles
• all the ways the user can communicate or otherwise interact with the
computer system
1. Command Language
2. Menu Selection
3. Form fill-in
4. Natural Language
5. Direct Manipulation
12. Direct manipulation
• Visibility of objects of interests
• Rapid , reversible incremental actions performed directly on them
• Replacement of complex command language by direct manipulation object
of interest
• Direct manipulation tries to bridge gulf of execution and evaluation
13. Direct Manipulation
(Advantages)
• Visually presents task concepts.
• Easy to learn.
• Errors can be avoided more easily.
• Encourages exploration.
• High subjective satisfaction.
• Recognition memory (as opposed to cued or free recall memory)
14. Direct Manipulation
(Disadvantages)
• May be more difficult to program
• Not suitable for small graphic displays.
• Spatial and visual representation is not always preferable.
• Metaphors can be misleading since the essence of metaphor is understanding
and experiencing one kind of thing in terms of another
• Compact notations may better suit expert users