When considering the interaction styles of computers, it's important to analyze their efficiency, ease of use, and responsiveness. Among various styles like GUI (Graphical User Interface) and CLI (Command Line Interface), GUI stands out as one of the most efficient and user-friendly options. Its advantage lies in its visual representation, allowing users to interact with the system through intuitive icons, menus, and windows. GUIs offer a more natural and accessible way for users to navigate and interact with applications, reducing the learning curve and enhancing productivity. Additionally, GUIs provide immediate feedback, enhancing responsiveness and user satisfaction. Overall, GUIs strike a balance between efficiency, ease of use, and responsiveness, making them a preferred interaction style for most users.
The document discusses different types of menus used in user interfaces, including their structures, functions, formatting, and advantages/disadvantages. The main types covered are single menus, sequential linear menus, simultaneous menus, hierarchical menus, connected menus, event-trapping menus, menu bars, pull-down menus, cascading menus, pop-up menus, and iconic menus.
Here are some tips for observing strangers respectfully and ethically:
- Obtain verbal consent before observing. Explain your student project and ensure anonymity.
- Observe from a distance without interrupting their activities.
- Focus observations on actions, not personal details. Avoid noting attributes like age, gender.
- Be discreet. Do not stare or make the person feel uncomfortable.
- Respect privacy. Do not photograph or record without permission.
- Be mindful. Observe sensitively and avoid assumptions about the person's identity or situation.
- Thank the person afterwards if you introduced yourself. Respect their right to not participate.
While observation can provide useful insights, prioritizing the
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
This document discusses various cognitive processes involved in human-computer interaction such as attention, perception, memory, learning, and problem-solving. It explains how an understanding of cognition can help design better interactive products by accounting for cognitive limitations and identifying usability issues. Specific topics covered include the effects of multitasking on attention, the differences between recognition and recall memory, and the importance of context for memory. Design implications discussed are structuring information to capture attention, enabling recognition over recall, and providing memory aids.
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
Human Computer Interaction was developed in 1983 by Stuart Card, Thomas Moran, and Allen Newell and explained in their book "The Psychology of Human Computer Interaction". It uses goals, operators, methods, and selections to model and predict human performance on computer systems. Goals are what a user wants to accomplish, operators are actions to reach goals, methods are sequences of operators, and selections determine which method to use based on context.
This document discusses various aspects of user interface design, including graphical user interfaces, interaction styles, information presentation, error messages, help systems, and user documentation. It provides descriptions and comparisons of different interface design approaches such as direct manipulation, menus, forms, command languages, and natural language interfaces. It also outlines principles for user-centered design and guidelines for effective user interface design.
Human computer interaction -Input output channel with Scenario
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
This document discusses various aspects of user interface design, including graphical user interfaces, interaction styles, information presentation, error messages, help systems, and user documentation. It describes principles of direct manipulation, menu selection, command languages, and other interaction styles. It also covers guidelines for designing effective error messages and help systems to support users. The goal of user-centered design is to prioritize users' needs in the design process.
This document discusses human-computer interaction and interaction models. It begins by outlining the learning objectives, which are to understand basics of interaction, differentiate between interaction models and styles, and understand the impact of interaction in social and organizational contexts. It then defines interaction and discusses several interaction models and styles, including command line interfaces, menus, natural language, forms, spreadsheets, and WIMP (windows, icons, menus, pointers) interfaces. It also covers physical aspects of interfaces like ergonomics and different interaction contexts.
Human Computer interaction -Interaction design basics
1. Interaction design focuses on meaningful communication between people and technology through collaborative processes. It includes interaction models, ergonomics, interaction styles, and context.
2. Models of interaction help understand what is occurring in the interaction, identify difficulties, and compare styles. Norman's model describes the execution-evaluation cycle, while Abowd and Beale's framework has four parts: user input, system, output, and context.
3. Common interaction styles include command-line, menu-based, natural language, form-fills, point-and-click, 3D, and question/answer interfaces. The widespread WIMP interface uses windows, icons, menus, and pointers.
User Interface Design in Software Engineering SE15
The document discusses principles of user interface design including interaction styles, information presentation, user support, and evaluation. It covers topics such as direct manipulation, menu selection, command languages, using color and graphics effectively, designing helpful error messages and documentation, and evaluating interfaces against usability specifications. The goal is to provide user-centered interfaces that are logical, consistent, and help users recover from errors.
Slide 4 - User Interface Design.pptx interface rather than its functionality ...
interface rather than its functionality
•A poorly designed interface can cause a user to make catastrophic errors
•Poor user interface design is the reason why so many software systems are never used
Chapter 7: Design rules
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses various aspects of user interface design process including understanding users and business functions, principles of screen design, developing navigation schemes, selecting appropriate windows and controls. It covers topics like writing clear text, providing feedback, internationalization, graphics, colors, organizing layout. It describes window characteristics, components, presentation styles, types of windows and how to organize windows to support user tasks.
User Interface Design - Module 1 IntroductionbrindaN
User Interface Design - Module 1 Introduction
Subject Code:15CS832 USER INTERFACE DESIGN VTU UNIVERSITY
Referred Text Book: The Essential Guide to User Interface Design (Second Edition) Author: Wilbert O. Galitz
The document discusses different types of menus used in user interfaces, including their structures, functions, formatting, and advantages/disadvantages. The main types covered are single menus, sequential linear menus, simultaneous menus, hierarchical menus, connected menus, event-trapping menus, menu bars, pull-down menus, cascading menus, pop-up menus, and iconic menus.
Here are some tips for observing strangers respectfully and ethically:
- Obtain verbal consent before observing. Explain your student project and ensure anonymity.
- Observe from a distance without interrupting their activities.
- Focus observations on actions, not personal details. Avoid noting attributes like age, gender.
- Be discreet. Do not stare or make the person feel uncomfortable.
- Respect privacy. Do not photograph or record without permission.
- Be mindful. Observe sensitively and avoid assumptions about the person's identity or situation.
- Thank the person afterwards if you introduced yourself. Respect their right to not participate.
While observation can provide useful insights, prioritizing the
The document discusses various topics related to interaction design basics including goals and constraints of design, understanding users through personas and scenarios, prototyping and iteration, navigation design, screen design principles, and more. It emphasizes the importance of an user-centered design approach and provides examples and guidelines to help design intuitive interactions.
The document discusses human-computer interaction design. It notes that good design requires understanding users, their needs and expectations. Common pitfalls include lack of early user analysis, usability testing and team communication. Ambiguous interfaces, limited input and complex navigation cause usability problems. The design process involves understanding business functions, human characteristics like memory and speed, and ensuring the interface matches users' mental models through techniques like task analysis and conceptual modeling.
The user interface design process involves understanding users and business needs, principles of screen design, and selecting appropriate controls. Key steps include developing navigation, selecting windows and controls, writing clear text, providing feedback, testing, and considering users, tasks, environments, and hardware when choosing controls. Common input devices include mouse, keyboard, touchscreen, graphics tablet, joystick, light pen, and voice recognition. Controls are direct or indirect based on their relationship to screen interaction.
The document discusses drag and drop interactions from the perspectives of users, events, actors, and purposes. It outlines key questions about how users perceive draggable objects and valid drop targets. It also lists common drag and drop events like hover, drag initiation, and entering/exiting targets. The actors involved include objects, cursors, and containers. Finally, it describes using drag and drop for rearranging modules, lists, changing object relationships, and invoking actions.
This document discusses HCI (human-computer interaction) in the software development process. It explains that HCI is used to create an intuitive interface between users and products. Usability, effectiveness, efficiency, and satisfaction are important traditional usability categories to consider. The software lifecycle involves designing for usability at all stages. Prototyping is discussed as a model where prototypes are built, tested, and refined with user feedback until an acceptable final system is achieved. Design involves understanding users, requirements, and balancing goals within technical constraints.
This document discusses various cognitive processes involved in human-computer interaction such as attention, perception, memory, learning, and problem-solving. It explains how an understanding of cognition can help design better interactive products by accounting for cognitive limitations and identifying usability issues. Specific topics covered include the effects of multitasking on attention, the differences between recognition and recall memory, and the importance of context for memory. Design implications discussed are structuring information to capture attention, enabling recognition over recall, and providing memory aids.
This document provides an overview of human-computer interaction (HCI) as an academic discipline and design field. It discusses what students will learn, including understanding systems and humans through analysis, and applying that understanding to design solutions with a focus on real users. It outlines topic areas like design processes, underlying theories of human cognition, and specific domains. It also explores the roots of HCI in fields like psychology and computing. Finally, it discusses changes in the field with increasing device multiplicity, ubiquitous and wearable technologies, and a shift from computer dialogue to dialogue with the world.
This document discusses models of interaction between humans and computers. It describes Norman's model of the execution-evaluation cycle, which outlines 7 stages of interaction: establishing a goal, forming an intention, specifying actions, executing actions, perceiving the system state, interpreting the state, and evaluating it. It also discusses Abowd and Beale's interaction framework, which includes the system, user, input, and output as components and how there are translations between them. Key concepts discussed include the gulfs of execution and evaluation, different interaction styles, and how interface design can help reduce errors.
Usability Engineering Presentation Slideswajahat Gul
Usability: the extent to which a product can be used by specified users to achieve specified goals with effectiveness, efficiency and satisfaction in a specified context of use.“
For instance:
• Appropriate for a purpose
• Comprehensible, usable, (learnable), …
• Ergonomic, high-performance, ...
• Reliable, robust, …
The document discusses various input and output devices used in computer systems. It describes keyboards, mice, touchscreens, displays, printers and scanners. It explains how these devices work and how they allow interaction with computers. Different interaction techniques are suitable depending on the devices used, such as direct interaction with touchscreens versus indirect interaction with mice.
Human Computer Interaction was developed in 1983 by Stuart Card, Thomas Moran, and Allen Newell and explained in their book "The Psychology of Human Computer Interaction". It uses goals, operators, methods, and selections to model and predict human performance on computer systems. Goals are what a user wants to accomplish, operators are actions to reach goals, methods are sequences of operators, and selections determine which method to use based on context.
This document discusses various aspects of user interface design, including graphical user interfaces, interaction styles, information presentation, error messages, help systems, and user documentation. It provides descriptions and comparisons of different interface design approaches such as direct manipulation, menus, forms, command languages, and natural language interfaces. It also outlines principles for user-centered design and guidelines for effective user interface design.
Human computer interaction -Input output channel with ScenarioN.Jagadish Kumar
This document discusses input and output channels in human-computer interaction. It describes the five human senses - sight, hearing, touch, taste and smell - and how they provide input. It then discusses the major effectors like limbs, fingers and vocal systems that provide human output. The document focuses on how vision, hearing and touch are used as input channels in interacting with computers, primarily through the eyes, fingers and voice. It provides details on the physiological mechanisms and processing involved in each sense.
Chapter 3: The interaction
from
Dix, Finlay, Abowd and Beale (2004).
Human-Computer Interaction, third edition.
Prentice Hall. ISBN 0-13-239864-8.
http://www.hcibook.com/e3/
The document discusses models of interaction between users and computer systems. It describes Norman's seven-stage model of interaction which focuses on the user's perspective when interacting with an interface. It also discusses Abowd and Beale's framework which identifies the major components involved in interaction, including user input and system output. Different styles of interaction are examined, such as command line interfaces, menus, and WIMP interfaces.
Hci user interface-design principals lec 7Anwal Mirza
This document discusses various aspects of user interface design, including graphical user interfaces, interaction styles, information presentation, error messages, help systems, and user documentation. It describes principles of direct manipulation, menu selection, command languages, and other interaction styles. It also covers guidelines for designing effective error messages and help systems to support users. The goal of user-centered design is to prioritize users' needs in the design process.
This document discusses human-computer interaction and interaction models. It begins by outlining the learning objectives, which are to understand basics of interaction, differentiate between interaction models and styles, and understand the impact of interaction in social and organizational contexts. It then defines interaction and discusses several interaction models and styles, including command line interfaces, menus, natural language, forms, spreadsheets, and WIMP (windows, icons, menus, pointers) interfaces. It also covers physical aspects of interfaces like ergonomics and different interaction contexts.
Human Computer interaction -Interaction design basicsGEETHAS668001
1. Interaction design focuses on meaningful communication between people and technology through collaborative processes. It includes interaction models, ergonomics, interaction styles, and context.
2. Models of interaction help understand what is occurring in the interaction, identify difficulties, and compare styles. Norman's model describes the execution-evaluation cycle, while Abowd and Beale's framework has four parts: user input, system, output, and context.
3. Common interaction styles include command-line, menu-based, natural language, form-fills, point-and-click, 3D, and question/answer interfaces. The widespread WIMP interface uses windows, icons, menus, and pointers.
User Interface Design in Software Engineering SE15koolkampus
The document discusses principles of user interface design including interaction styles, information presentation, user support, and evaluation. It covers topics such as direct manipulation, menu selection, command languages, using color and graphics effectively, designing helpful error messages and documentation, and evaluating interfaces against usability specifications. The goal is to provide user-centered interfaces that are logical, consistent, and help users recover from errors.
Slide 4 - User Interface Design.pptx interface rather than its functionality ...DennisAnaafi1
interface rather than its functionality
•A poorly designed interface can cause a user to make catastrophic errors
•Poor user interface design is the reason why so many software systems are never used
The document discusses user interface design. It outlines some typical design errors like lack of consistency and provides golden rules for interface design such as placing the user in control, reducing the user's memory load, and making the interface consistent. It also discusses user interface design models, analysis, and the design process which involves understanding users, tasks, content, and the environment to develop the interface.
The document discusses key usability principles for designing mobile applications and websites. It covers limitations of mobile devices like small screens, advantages like personalization, and guidelines for navigation, page design, error prevention, and use of the keypad. The document emphasizes keeping designs simple, consistent, and focused on the user's goals.
The document discusses user interface (UI) design. It defines UI design as the process of building interfaces, with a focus on aesthetics and creating interfaces that users find easy and enjoyable to use. UI design refers to graphical, voice-controlled, and gesture-based interfaces. The document provides examples of different types of interfaces and best practices for UI design, such as understanding users, keeping interfaces simple and intuitive, and maintaining consistency. It emphasizes the importance of designing interfaces that are invisible to users and allow them to complete tasks with minimal effort.
The document discusses user interface (UI) design. It defines UI design as the process of building interfaces, with a focus on aesthetics and creating interfaces that users find easy and enjoyable to use. UI design refers to graphical, voice-controlled, and gesture-based interfaces. The document provides examples of different types of interfaces and best practices for UI design, such as understanding users, keeping interfaces simple and intuitive, and maintaining consistency. It emphasizes the importance of designing interfaces that are invisible to users and allow them to complete tasks with minimal effort or frustration.
This lecture provide a detail concepts of user interface development design and evaluation. This lecture have complete guideline toward UI development. The interesting thing about this lecture is Software User Interface Design trends.
Here are some tips for evaluating the affordances of a user interface design:
- Consider whether the functions of interface elements are clear from their appearance. For example, buttons should look clickable.
- Think about whether a novice user would understand how to interact without prior instruction. Elements need to provide obvious clues about intended use.
- Analyze whether all interactive elements have a clear relationship to expected outcomes. Users should be able to predict what will happen when they click/tap something.
- Look for consistency in designs and behaviors across an interface. Similar elements should work the same way.
- Check that interface flows and processes are logical and intuitive. Users shouldn't have to guess how things work.
-
Intro + Examples
Human Interface Principles
Platform Characteristics
UX Guidelines
This presentation has been developed in the context of the Mobile Applications Development course, DISIM, University of L'Aquila (Italy), Spring 2014.
http://www.ivanomalavolta.com
The document discusses human-computer interaction (HCI) and the importance of usability in user interface design. It covers topics like the definition of a user interface and its components, principles of good interface design, the history and evolution of screen designs, factors that influence usability like learnability, efficiency and satisfaction, and how to improve a system's usability through techniques such as default values, accelerators, and accommodating individual user differences.
The document discusses the graphical user interface and web interface. It describes key concepts of GUIs like direct manipulation, object orientation, and visual presentation. It also covers characteristics of web interfaces like variable devices, rapid navigation between pages, and presentation elements determined by browsers. The merging of intranets and the internet is discussed. Principles of user interface design focus on visual order, consistency, and providing users with control and understanding.
discuss about the relationship between human interaction with computer
http://sif.uin-suska.ac.id/
http://fst.uin-suska.ac.id/
http://www.uin-suska.ac.id/
Human Computer Interaction (HCI) is an interdisciplinary field that focuses on the design, evaluation and implementation of interactive computing systems for human use, and the study of major phenomena surrounding them. The goal of HCI is to improve the interaction between users and computers by making computers more user-friendly and responsive to user needs. Key aspects of HCI include usability testing interfaces for effectiveness, efficiency and satisfaction. Emerging areas of HCI research include pervasive/ubiquitous computing which embeds technology in everyday objects and ambient intelligence which aims to make technology invisible to users.
The document discusses various aspects of user interface design and system dependability. It covers topics like interaction styles, information presentation, user support, reliability, availability, safety, and security. The key points are that interface design should be user-centered, help users recover from errors, and consider users' needs and capabilities. Dependability involves attributes like reliability, availability, safety, and security, and aims to build user trust in critical systems. Higher dependability comes at increased development and testing costs.
Similar to Human computer interaction chapter 2 interaction Styles.pptx (20)
Gender Equity in Architecture: Cultural Anthropology in Design IdeologiesAditi Sh.
This PowerPoint presentation offers a comparative analysis between a female and a male architect, focusing on their ideologies, approaches, concepts, and interpretations for a mixed-use building project. This study prompts a reconsideration of architectural inspiration and priorities, advocating for gender equity and cultural anthropology in architectural design.
Portfolio of Family Coat of Arms, devised by Kasyanenko Rostyslav, ENGRostyslav Kasyanenko
The Ukrainian and German journalist Rostyslav Kasyanenko has dedicated himself to genealogical research and heraldry. Originally Ukrainian, now living in Munich (Bavaria) he working in Ukrainian Free University (Est. 1921) as archivist. Curator of Heraldic Teams, Member of Ukrainian Heraldry Society (UHS) R.Kasyanenko is Deviser of the Family and Municipal Coat of Arms and Author of the exhibition concept project: “Maritime flags and arms of the Black Sea countries vs. Mediterranean: what has changed in 175 years?”
Author of scientific articles (2023-24):
Parallels between the meaning of Symbol and Myth according to Hryhorii Skovoroda and heraldic systems
Heraldry as a marker of evolution of national identity in Ukraine and Slovakia: from the Princely era to the "Spring of Nations" (XI-XIX centuries)
Historical parallels in the formation of national awareness in Ukraine and Slovakia in modern times (1848-1992)
Proto-heraldry of Kievan Rus': dynastic symbols of the Princely era, and how does the Palatine Lion relate to this?
Symbols of the House of Romanovyches: the Bavarian influence in Ukrainian heraldry
Participant of Scientific Conferences (2023-24):
- XXХІІІ Heraldic Conference of the Ukrainian Heraldry Society, October 13, 2023, Lviv
- International Conference “Slovak-Ukrainian Relations in the Field of Language, Literature, and Culture in Slovakia and the Central European Space”, University of Prešov, Institute of Ukrainian Studies, Faculty of Arts, 18-20.10.2023
- International Conference „The Past, Present, and Future of Heraldry: Universality and Interdisciplinarity“, Vilnius, 12-13.06.24
- International Conference "Coats of Arms as Weapons – Heraldic Symbols in Political, Dynastic, Military, and Legal Conflicts of the Middle Ages and Early Modern Period”, Alfried Krupp Wissenschaftskolleg Greifswald.
According to the heraldist, he has worked with many heraldic artists over
the years. However, he developed the ideas for all the coats of arms himself, except for his own. The case of the Kasyanenko (from the Shovkoplias clan) family coat of arms — featuring an audacious Cossack riding a rhinoceros — deserves special attention. "After all, one could talk about one's own crest, just like one's ancestors, for an eternity," he says.
A visual identity is the heart and soul of a place, embodying its unique
character and heritage. By carefully preserving this essence, we can ensure
that new elements blend seamlessly, honoring the past while embracing
the future.
Professional design drives turnover, return, and growth.
How to strengthen the power of design in your domain?
The key is to introduce, specialize, and organize critical capabilities.
Design capacity thus becomes a strategic advantage: valuable, unique, and organized.
Cases from construction, manufacturing, and servicing provide proof.
Achieve your ambition faster with our subject expertise.
Call on us for instruction, support, or execution.
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Mastering Web Design: Essential Principles and Techniques for Modern WebsiteswebOdoctor Inc
Dive into the dynamic world of web design with our comprehensive guide that covers everything from foundational principles to advanced techniques. Whether you're a beginner looking to understand the basics or a seasoned designer aiming to refine your skills, this article offers invaluable insights. Explore topics such as responsive design, user experience (UX) optimization, color theory, typography essentials, and the latest trends shaping the digital landscape. Gain practical knowledge and actionable tips to create visually appealing, functional, and user-friendly websites that stand out in today's competitive online environment. Perfect for designers, developers, and anyone passionate about crafting compelling web experiences, this guide equips you with the tools needed to elevate your web design proficiency to new heights.
An Introduction to Housing: Core Concepts and Historical Evolution from Prehi...Aditi Sh.
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This PowerPoint presentation demonstrates my beginner skills in creating product showcases. It provides an overview of a specific product, showing my ability to gather key information and present it clearly. The presentation highlights my efforts to organize content logically and use basic visual aids effectively.
2. Interaction Styles
There are different ways a user can communicate with a
computer system and a computer system can communicate with
a user. These are called interaction styles.
An interaction style is a collection of user interface controls and
their associated behavior. The interaction style provides both the
look (appearance) and feel (behavior) of the user interface
components, indicating the way a user will communicate with
the system.
3. Interaction Styles
There are several interaction styles from which a designer
can choose. The most common are as follow:
• Command line
• Menu selection
• Form-fill
• Direct manipulation
• Gestural Interaction
And other
4. Command Line
The command line interface was the first interactive dialog
style to be commonly used.
It provides a means of directly instructing the system, using
function keys on a keyboard (F1, F8, etc.), single characters,
abbreviations, or whole-word commands.
When the user types characters onto the screen, they appear
as a line across the screen, hence the term “command line.
6. Command Line
One limitation of command line UIs is that the commands need
to be remembered, as no cue is provided to indicate which
commands are available.
So users have to remember command sequences, which are often
ambiguous with complex syntax.
Commands are often unclear and vary between systems, causing
the users to become confused and making commands difficult to
learn.
7. Command Line
Users’ frustration with command line interfaces often
occurs because of the memory and typing demands and the
low tolerance of errors shown by this type of interface - a
confusing error message is often the consequence of a single
typing mistake in a long command.
The use of consistent and meaningful commands and
abbreviations can help alleviate this problem.
8. Command Line
Command line interfaces are better for expert users than for
novices. For expert users, command languages provide a sense
of being in control.
Users learn the syntax and can express complex possibilities
rapidly, without having to read distracting prompts. However,
error rates are typically high, and training is necessary. Error
messages and online assistance are hard to provide because of
the interface (command) concepts and syntax.
9. Menu based Interaction
Menu based interaction avoids many of the
problems associated with command line interfaces. A
menu is a set of options from which the user must
choose.
Typically, the interface displays the options as menu
items or icons and the user indicates a choice with a
pointing device or keystroke, receiving feedback that
indicates which option he or she has chosen, and the
outcome of the command being executed.
10. Menu based Interaction
Menu selection does not have to be visual. When you telephone a
bank, for example, it is common to have speech interfaces, which
require you to choose between several options.
Menus are effective because they offer cues for user recognition
rather than forcing the users to recall the syntax of a command
from memory.
If the items are meaningful to the users, then menu selection can
be rapid and accurate.
Menus are especially helpful for contextual actions
11. Menu based Interaction
If the items are hard to understand or appear similar to each
other, users can become confused and make errors. This
means that if menus are to be effective, their names or icons
should be self-explanatory.
Menu based interaction is particularly effective when users
have little training, or are unfamiliar with the terminology, or
need help to structure their decision-making process.
12. Menu based Interaction
On the other hand, the same decomposition
process can be too rigid for some users, and it
may slow the knowledgeable frequent user.
With the careful design of complex menus and
techniques such as shortcuts, menu-based
interaction can become appealing even for
expert users.
13. Guidelines for designing Menu based
Interaction
Use flow of tasks and interaction to organize
menus.
Give menu items titles that reflect their functions.
Group items meaningfully.
Avoid lengthy menus.
Order menu items meaningfully.
Use short names for menu items.
Use consistent grammar, layout, and
terminology.
Consider the screen’s size when deciding the
number of menu items.
14. Form-Fill
If your interface has to gather a lot of information from the
user, then it often helps if you provide a form to fill in. An
example is the web page which collects complaint
information about Internet content from Internet users.
16. Point to consider for Mobile Form-Fill
Text entry is difficult : Whichever type of phone
you use, entering text on a mobile device isn't
easy. A recent study by Blink looked at typing on
four types of mobile devices, and found no real
advantage for any of them. Users get familiar with
their current device, and prefer its method.
Put labels above the fields: The Baymard
Institute points out one way you can help users:
put the labels above the fields. Then they can see
the label as they type on the narrow mobile
window.
19. Guidelines for Designing Form-Fill
Interfaces
Give meaningful labels to the fields.
Give familiar field labels (use the users’
language).
Provide comprehensible instructions.
Incorporate a logical grouping and sequencing of
the fields.
Present a visually appealing layout for the form.
Use consistent terminology and abbreviations.
Provide white space and boundaries.
20. Guidelines for Designing Form-Fill
Interfaces
Allow for convenient cursor movement.
Provide error correction for individual characters
and the entire field.
Provide error messages for unacceptable values
and error indicators as soon as possible (prompt
error messages should identify the field the error
occurred in and why).
Indicate required fields.
21. Direct Manipulation
Direct manipulation (DM) interfaces allow
users to interact directly with the UI
objects — for example, dragging a file from one
folder and dropping it into another
in Microsoft Explorer, as illustrated in Figure.
23. Direct Manipulation
In Direct Manipulation interfaces, the keyboard
entry of commands or menu choices is replaced by
manipulating a visible set of objects and actions. This is usually
achieved by using a continuous input device, such as a mouse,
pen, or joystick or a finger on the touch screen.
DM interfaces exist in many application areas, including word
processing, desktop publishing, computer-aided design (CAD),
flight simulation, virtual reality systems, and video games.
24. Direct Manipulation
DM interfaces are based on the idea that users
should be allowed to manipulate UIs in a way
that is analogous to the way they interact with
task objects in everyday life. In this way, they
represent a more natural and familiar
mode of interacting with the representation of
the task objects.
25. Benefits of Direct Manipulation
Novices can learn basic functionality quickly,
usually through a demonstration by a more
experienced user.
• Experts can work rapidly to carry out a wide
range of tasks, even defining new functions and
features.
• Error messages are rarely needed.
• Users can immediately see if their actions
are furthering their goals, and, if not, they can
simply change the direction of their activity.
26. Direct Manipulation
Users experience less anxiety because the system
is comprehensible and because actions are so
easily reversible.
Users gain confidence and mastery because they
are the initiators of action; they feel in control,
and the system responses are predictable.
27. Gestural Interaction
Gestures and bodily postures are a natural part of
social communication and interaction between
humans.
28. Gestures
Navigational gestures: It helps users to move around and
explore options.
Action gestures: They are similar to scrolling, selecting etc.
Transform gestures: They transform an element’s size,
position, and rotational features.
29. Gestural Interaction
Gestures are movement of
– Finger(s)
– Hand
– Arm
– Foot, Head, Body
Two basic variations:
– Touch gestures (done on a touch-sensitive
surface)
– Air-based gestures (without a touch-sensitive
surface)
30. Touch gestures
Tap
Double Tap
Drag and Drop
Slide
Fling/Flick
Touchdown and
Hold/Long press
Two finger slide
Rotate
Pinch and Spread
32. Air gestures
Swiping left or
right
Function: Swipe left or right to switch between pages, music, or pictures.
Gesture: Swipe left or right over the screen with your palm or back of the
hand.
Swiping up or
down
Function: Swipe up or down to switch content.
Gesture: Swipe up or down over the screen with your palm or back of the
hand.
Taking a
screenshot
Function: Take a screenshot of the entire screen.
Gesture: Make a fist straight in front of the screen.
Mute Function: Mute or unmute the system volume.
Gesture: Face the screen and place the forefinger near the middle of the
lip.
Performing an
operation
Function: Perform an operation in a certain scenario, such as
playing/pausing a video and answering a call.
Gesture: Press forward with your palm.
Dragging up or
down
Function: Adjust the volume.
Gesture: Pinch the thumb with forefinger and move up or down.
Dragging left or
right
Function: Fast forward or rewind media content.
Gesture: Pinch the thumb with forefinger and move left or right.