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©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 1
User Interface Design
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 2
User interface design
Designing effective interfaces
for software systems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 3
Objectives
To suggest some general design principles for
user interface design
To explain different interaction styles
To introduce styles of information presentation
To describe the user support which should be
built-in to user interfaces
To introduce usability attributes and system
approaches to system evaluation
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 4
Topics covered
User interface design principles
User interaction
Information presentation
User support
Interface evaluation
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 5
The user interface
System users often judge a system by its
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
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 6
Graphical user interfaces
Most users of business systems interact with
these systems through graphical interfaces
although, in some cases, legacy text-based
interfaces are still used
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 7
GUI characteristics
Characteristic Description
Windows Multiple windows allow different information to be
displayed simultaneously on the user’s screen.
Icons Icons different types of information. On some systems,
icons represent files; on others, icons represent
processes.
Menus Commands are selected from a menu rather than typed
in a command language.
Pointing A pointing device such as a mouse is used for selecting
choices from a menu or indicating items of interest in a
window.
Graphics Graphical elements can be mixed with text on the same
display.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 8
GUI advantages
They are easy to learn and use.
• Users without experience can learn to use the system
quickly.
The user may switch quickly from one task to
another and can interact with several different
applications.
• Information remains visible in its own window when
attention is switched.
Fast, full-screen interaction is possible with
immediate access to anywhere on the screen
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 9
User-centred design
The aim of this chapter is to sensitise software
engineers to key issues underlying the design
rather than the implementation of user interfaces
User-centred design is an approach to UI design
where the needs of the user are paramount and
where the user is involved in the design process
UI design always involves the development of
prototype interfaces
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 10
User interface design process
Executable
prototype
Design
prototype
Produce paper-
based design
prototype
Produce
dynamic design
prototype
Evaluate design
with end-users
Implement
final user
interface
Evaluate design
with end-users
Analyse and
understand user
activities
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 11
UI design principles
UI design must take account of the needs,
experience and capabilities of the system users
Designers should be aware of people’s physical
and mental limitations (e.g. limited short-term
memory) and should recognise that people
make mistakes
UI design principles underlie interface designs
although not all principles are applicable to all
designs
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 12
User interface design principles
Principle Description
User familiarity The interface should use terms and
concepts which are drawn from the
experience of the people who will make most
use of the system.
Consistency The interface should be consistent in that,
wherever possible, comparable operations
should be activated in the same way.
Minimal surprise Users should never be surprised by the
behaviour of a system.
Recoverability The interface should include mechanisms to
allow users to recover from errors.
User guidance The interface should provide meaningful
feedback when errors occur and provide
context-sensitive user help facilities.
User diversity The interface should provide appropriate
interaction facilities for different types of
system user.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 13
Design principles
User familiarity
• The interface should be based on user-oriented
terms and concepts rather than computer concepts. For
example, an office system should use concepts such as
letters, documents, folders etc. rather than directories, file
identifiers, etc.
Consistency
• The system should display an appropriate level
of consistency. Commands and menus should have the same
format, command punctuation should be similar, etc.
Minimal surprise
• If a command operates in a known way, the user should be
able to predict the operation of comparable commands
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 14
Design principles
Recoverability
• The system should provide some resilience to
user errors and allow the user to recover from errors. This
might include an undo facility, confirmation of destructive
actions, 'soft' deletes, etc.
User guidance
• Some user guidance such as help systems, on-line manuals,
etc. should be supplied
User diversity
• Interaction facilities for different types of user should be
supported. For example, some users have seeing difficulties
and so larger text should be available
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 15
User-system interaction
Two problems must be addressed in interactive
systems design
• How should information from the user be provided to the
computer system?
• How should information from the computer system be
presented to the user?
User interaction and information presentation
may be integrated through a coherent
framework such as a user interface metaphor
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 16
Interaction styles
Direct manipulation
Menu selection
Form fill-in
Command language
Natural language
Advantages and
disadvantages
Interaction
style
Main advantages Main disadvantages Application
examples
Direct
manipulation
Fast and intuitive
interaction
Easy to learn
May be hard to
implement
Only suitable where
there is a visual
metaphor for tasks
and objects
Video games
CAD systems
Menu
selection
Avoids user error
Little typing
required
Slow for experienced
users
Can become complex
if many menu options
Most general-
purpose systems
Form fill-in Simple data entry
Easy to learn
Takes up a lot of
screen space
Stock control,
Personal loan
processing
Command
language
Powerful and
flexible
Hard to learn
Poor error
management
Operating systems,
Library information
retrieval systems
Natural
language
Accessible to
casual users
Easily extended
Requires more typing
Natural language
understanding
systems are unreliable
Timetable systems
WWW information
retrieval systems
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 18
Direct manipulation advantages
Users feel in control of the computer and are
less likely to be intimidated by it
User learning time is relatively short
Users get immediate feedback on their actions
so mistakes can be quickly detected and
corrected
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 19
Direct manipulation problems
The derivation of an appropriate information
space model can be very difficult
Given that users have a large information
space, what facilities for navigating around that
space should be provided?
Direct manipulation interfaces can be complex to
program and make heavy demands on the
computer system
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 20
Control panel interface
Title
Method
Type
Selection
NODE LINKS FONT LABEL EDIT
JSD. example
JSD
Network
Process
Units
Reduce
cm
Full
OUIT
PRINT
Grid Busy
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 21
Menu systems
Users make a selection from a list of
possibilities presented to them by the system
The selection may be made by pointing and
clicking with a mouse, using cursor keys or by
typing the name of the selection
May make use of simple-to-use terminals such
as touchscreens
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 22
Advantages of menu systems
Users need not remember command names as
they are always presented with a list of valid
commands
Typing effort is minimal
User errors are trapped by the interface
Context-dependent help can be provided. The
user’s context is indicated by the current menu
selection
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 23
Problems with menu systems
Actions which involve logical conjunction (and)
or disjunction (or) are awkward to represent
Menu systems are best suited to presenting a
small number of choices. If there are many
choices, some menu structuring facility must be
used
Experienced users find menus slower than
command language
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 24
Form-based interface
Title
Author
Publisher
Edition
Classification
Date of
purchase
ISBN
Price
Publication
date
Number of
copies
Loan
status
Order
status
NEWBOOK
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 25
Command interfaces
User types commands to give instructions to the
system e.g. UNIX
May be implemented using cheap terminals.
Easy to process using compiler techniques
Commands of arbitrary complexity can be
created by command combination
Concise interfaces requiring minimal typing can
be created
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 26
Problems with command
interfaces
Users have to learn and remember a command
language. Command interfaces are therefore
unsuitable for occasional users
Users make errors in command. An error
detection and recovery system is required
System interaction is through a keyboard so
typing ability is required
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 27
Command languages
Often preferred by experienced users because
they allow for faster interaction with the system
Not suitable for casual or inexperienced users
May be provided as an alternative to menu
commands (keyboard shortcuts). In some
cases, a command language interface and a
menu-based interface are supported at the
same time
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 28
Natural language interfaces
The user types a command in a natural
language. Generally, the vocabulary is limited
and these systems are confined to specific
application domains (e.g. timetable enquiries)
NL processing technology is now good enough
to make these interfaces effective for casual
users but experienced users find that they
require too much typing
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 29
Multiple user interfaces
Operatingsystem
GUI
manager
Graphicaluser
interface
Command
language
interpreter
Command
language
interface
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 30
Information presentation
Information presentation is concerned with
presenting system information to system users
The information may be presented directly (e.g.
text in a word processor) or may be transformed
in some way for presentation (e.g. in some
graphical form)
The Model-View-Controller approach is a way of
supporting multiple presentations of data
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 31
Information presentation
Information to
be displayed
Presentation
software
Display
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 32
Model-view-controller
Model state
Model methods
Controllerstate
Controllermethods
Viewstate
Viewmethods
Userinputs
viewmodification
messages
Model edits
Model queries
andupdates
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 33
Information presentation
Static information
• Initialised at the beginning of a session. It does not change
during the session
• May be either numeric or textual
Dynamic information
• Changes during a session and the changes must be
communicated to the system user
• May be either numeric or textual
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 34
Information display factors
Is the user interested in precise information or
data relationships?
How quickly do information values change?
Must the change be indicated immediately?
Must the user take some action in response to
a change?
Is there a direct manipulation interface?
Is the information textual or numeric? Are
relative values important?
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 35
Alternative information
presentations
0
1000
2000
3000
4000
Jan Feb Mar April May June
Jan
2842
Feb
2851
Mar
3164
April
2789
May
1273
June
2835
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 36
Analogue vs. digital presentation
Digital presentation
• Compact - takes up little screen space
• Precise values can be communicated
Analogue presentation
• Easier to get an 'at a glance' impression of a value
• Possible to show relative values
• Easier to see exceptional data values
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 37
Dynamic information display
1
3
4 2
0 10 20
Dial with needle Pie chart Thermometer Horizontal bar
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 38
Displaying relative values
0 100 200 300 400 0 25 50 75 100
Pressure Temperature
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 39
Textual highlighting
The filename you have chosen has been
used. Please choose another name
Ch. 16 User interface design
!
OK Cancel
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 40
Data visualisation
Concerned with techniques for displaying large
amounts of information
Visualisation can reveal relationships between
entities and trends in the data
Possible data visualisations are:
• Weather information collected from a number of sources
• The state of a telephone network as a linked set of nodes
• Chemical plant visualised by showing pressures and
temperatures in a linked set of tanks and pipes
• A model of a molecule displayed in 3 dimensions
• Web pages displayed as a hyperbolic tree
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 41
Colour displays
Colour adds an extra dimension to an interface
and can help the user understand complex
information structures
Can be used to highlight exceptional events
Common mistakes in the use of colour in
interface design include:
• The use of colour to communicate meaning
• Over-use of colour in the display
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 42
Colour use guidelines
Don't use too many colours
Use colour coding to support use tasks
Allow users to control colour coding
Design for monochrome then add colour
Use colour coding consistently
Avoid colour pairings which clash
Use colour change to show status change
Be aware that colour displays are usually lower
resolution
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 43
User support
User guidance covers all system facilities to
support users including on-line help, error
messages, manuals etc.
The user guidance system should be integrated
with the user interface to help users when they
need information about the system or when they
make some kind of error
The help and message system should, if
possible, be integrated
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 44
Help and message system
Message
presentation
system
Error message
texts
Help
frames
Error message
system
Help
interface
Application
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 45
Error messages
Error message design is critically important.
Poor error messages can mean that a user
rejects rather than accepts a system
Messages should be polite, concise, consistent
and constructive
The background and experience of users
should be the determining factor in message
design
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 46
Design factors in message
wording
Context The user guidance system should be aware of what the user is
doing and should adjust the output message to the current
context.
Experience As users become familiar with a system they become irritated
by long, ‘meaningful’ messages. However, beginners find it
difficult to understand short terse statements of the problem.
The user guidance system should provide both types of message
and allow the user to control message conciseness.
Skill level Messages should be tailored to the user’s skills as well as their
experience. Messages for the different classes of user may be
expressed in different ways depending on the terminology which
is familiar to the reader.
Style Messages should be positive rather than negative. They should
use the active rather than the passive mode of address. They
should never be insulting or try to be funny.
Culture Wherever possible, the designer of messages should be familiar
with the culture of the country where the system is sold. There
are distinct cultural differences between Europe, Asia and
America. A suitable message for one culture might be
unacceptable in another.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 47
Nurse input of a patient’s name
Please type the patient name in the box then click ok
Bates, J.
OK Cancel
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 48
System and user-oriented error messages
Error #27
Invalid patient id entered?
O K Ca nce l
Pa tie nt J. Ba te s is not re giste re d
Clickon Patients for a list of registered patients
Clickon R etry to re-input a patient name
Clickon Help for more information
Pa tie nts He lp R e try Ca nce l
Sy ste m- orie nte d e rror me ssa ge
U se r- orie nte d e rror me ssa ge
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 49
Help system design
Help? means ‘help I want information”
Help! means “HELP. I'm in trouble”
Both of these requirements have to be taken
into account in help system design
Different facilities in the help system may be
required
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 50
Help information
Should not simply be an on-line manual
Screens or windows don't map well onto paper
pages.
The dynamic characteristics of the display can
improve information presentation.
People are not so good at reading screen as
they are text.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 51
Help system use
Multiple entry points should be provided so that
the user can get into the help system from
different places.
Some indication of where the user is positioned
in the help system is valuable.
Facilities should be provided to allow the user
to navigate and traverse the help system.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 52
Entry points to a help system
Help frame network
Top-level
entry
Entry from error
message system
Entry from
application
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 53
Help system windows
Mail redirection
Mail may be redirected to another
network user by pressing the
redirect button in the control
panel. The system asks for the
name of the user or users to
whom the mail has been sent
next topicsmore
Mail redirection
Mail may be redirected to another
network user by pressing the
redirect button in the control
panel. The system asks for the
name of the user or users to
whom the mail has been sent
Help frame map
You are here
Help history
1. Mail
2. Send mail
3. Read mail
4. Redirection
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 54
User documentation
As well as on-line information, paper
documentation should be supplied with a system
Documentation should be designed for a range
of users from inexperienced to experienced
As well as manuals, other easy-to-use
documentation such as a quick reference card
may be provided
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 55
User document types
Description of
services
Functional
description
System
evaluators
Howto install
thesystem
Installation
document
System
administrators
Getting
started
Introductory
manual
Novice
users
Facility
description
Reference
manual
Experienced
users
Operationand
maintenance
Administrator’s
guide
System
administrators
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 56
Document types
Functional description
• Brief description of what the system can do
Introductory manual
• Presents an informal introduction to the system
System reference manual
• Describes all system facilities in detail
System installation manual
• Describes how to install the system
System administrator’s manual
• Describes how to manage the system when it is in use
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 57
User interface evaluation
Some evaluation of a user interface design
should be carried out to assess its suitability
Full scale evaluation is very expensive and
impractical for most systems
Ideally, an interface should be evaluated against
a usability specification. However, it is rare for
such specifications to be produced
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 58
Usability attributes
Attribute Description
Learnability How long does it take a new user to
become productive with the system?
Speed of operation How well does the system response match
the user’s work practice?
Robustness How tolerant is the system of user error?
Recoverability How good is the system at recovering from
user errors?
Adaptability How closely is the system tied to a single
model of work?
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 59
Simple evaluation techniques
Questionnaires for user feedback
Video recording of system use and subsequent
tape evaluation.
Instrumentation of code to collect information
about facility use and user errors.
The provision of a grip button for on-line user
feedback.
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 60
Key points
Interface design should be user-centred. An
interface should be logical and consistent and
help users recover from errors
Interaction styles include direct manipulation,
menu systems form fill-in, command languages
and natural language
Graphical displays should be used to present
trends and approximate values. Digital displays
when precision is required
Colour should be used sparingly and
consistently
©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 61
Key points
Systems should provide on-line help. This
should include “help, I’m in trouble” and “help, I
want information”
Error messages should be positive rather than
negative.
A range of different types of user documents
should be provided
Ideally, a user interface should be evaluated
against a usability specification

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User interface-design

  • 1. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 1 User Interface Design
  • 2. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 2 User interface design Designing effective interfaces for software systems
  • 3. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 3 Objectives To suggest some general design principles for user interface design To explain different interaction styles To introduce styles of information presentation To describe the user support which should be built-in to user interfaces To introduce usability attributes and system approaches to system evaluation
  • 4. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 4 Topics covered User interface design principles User interaction Information presentation User support Interface evaluation
  • 5. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 5 The user interface System users often judge a system by its 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
  • 6. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 6 Graphical user interfaces Most users of business systems interact with these systems through graphical interfaces although, in some cases, legacy text-based interfaces are still used
  • 7. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 7 GUI characteristics Characteristic Description Windows Multiple windows allow different information to be displayed simultaneously on the user’s screen. Icons Icons different types of information. On some systems, icons represent files; on others, icons represent processes. Menus Commands are selected from a menu rather than typed in a command language. Pointing A pointing device such as a mouse is used for selecting choices from a menu or indicating items of interest in a window. Graphics Graphical elements can be mixed with text on the same display.
  • 8. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 8 GUI advantages They are easy to learn and use. • Users without experience can learn to use the system quickly. The user may switch quickly from one task to another and can interact with several different applications. • Information remains visible in its own window when attention is switched. Fast, full-screen interaction is possible with immediate access to anywhere on the screen
  • 9. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 9 User-centred design The aim of this chapter is to sensitise software engineers to key issues underlying the design rather than the implementation of user interfaces User-centred design is an approach to UI design where the needs of the user are paramount and where the user is involved in the design process UI design always involves the development of prototype interfaces
  • 10. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 10 User interface design process Executable prototype Design prototype Produce paper- based design prototype Produce dynamic design prototype Evaluate design with end-users Implement final user interface Evaluate design with end-users Analyse and understand user activities
  • 11. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 11 UI design principles UI design must take account of the needs, experience and capabilities of the system users Designers should be aware of people’s physical and mental limitations (e.g. limited short-term memory) and should recognise that people make mistakes UI design principles underlie interface designs although not all principles are applicable to all designs
  • 12. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 12 User interface design principles Principle Description User familiarity The interface should use terms and concepts which are drawn from the experience of the people who will make most use of the system. Consistency The interface should be consistent in that, wherever possible, comparable operations should be activated in the same way. Minimal surprise Users should never be surprised by the behaviour of a system. Recoverability The interface should include mechanisms to allow users to recover from errors. User guidance The interface should provide meaningful feedback when errors occur and provide context-sensitive user help facilities. User diversity The interface should provide appropriate interaction facilities for different types of system user.
  • 13. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 13 Design principles User familiarity • The interface should be based on user-oriented terms and concepts rather than computer concepts. For example, an office system should use concepts such as letters, documents, folders etc. rather than directories, file identifiers, etc. Consistency • The system should display an appropriate level of consistency. Commands and menus should have the same format, command punctuation should be similar, etc. Minimal surprise • If a command operates in a known way, the user should be able to predict the operation of comparable commands
  • 14. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 14 Design principles Recoverability • The system should provide some resilience to user errors and allow the user to recover from errors. This might include an undo facility, confirmation of destructive actions, 'soft' deletes, etc. User guidance • Some user guidance such as help systems, on-line manuals, etc. should be supplied User diversity • Interaction facilities for different types of user should be supported. For example, some users have seeing difficulties and so larger text should be available
  • 15. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 15 User-system interaction Two problems must be addressed in interactive systems design • How should information from the user be provided to the computer system? • How should information from the computer system be presented to the user? User interaction and information presentation may be integrated through a coherent framework such as a user interface metaphor
  • 16. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 16 Interaction styles Direct manipulation Menu selection Form fill-in Command language Natural language
  • 17. Advantages and disadvantages Interaction style Main advantages Main disadvantages Application examples Direct manipulation Fast and intuitive interaction Easy to learn May be hard to implement Only suitable where there is a visual metaphor for tasks and objects Video games CAD systems Menu selection Avoids user error Little typing required Slow for experienced users Can become complex if many menu options Most general- purpose systems Form fill-in Simple data entry Easy to learn Takes up a lot of screen space Stock control, Personal loan processing Command language Powerful and flexible Hard to learn Poor error management Operating systems, Library information retrieval systems Natural language Accessible to casual users Easily extended Requires more typing Natural language understanding systems are unreliable Timetable systems WWW information retrieval systems
  • 18. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 18 Direct manipulation advantages Users feel in control of the computer and are less likely to be intimidated by it User learning time is relatively short Users get immediate feedback on their actions so mistakes can be quickly detected and corrected
  • 19. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 19 Direct manipulation problems The derivation of an appropriate information space model can be very difficult Given that users have a large information space, what facilities for navigating around that space should be provided? Direct manipulation interfaces can be complex to program and make heavy demands on the computer system
  • 20. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 20 Control panel interface Title Method Type Selection NODE LINKS FONT LABEL EDIT JSD. example JSD Network Process Units Reduce cm Full OUIT PRINT Grid Busy
  • 21. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 21 Menu systems Users make a selection from a list of possibilities presented to them by the system The selection may be made by pointing and clicking with a mouse, using cursor keys or by typing the name of the selection May make use of simple-to-use terminals such as touchscreens
  • 22. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 22 Advantages of menu systems Users need not remember command names as they are always presented with a list of valid commands Typing effort is minimal User errors are trapped by the interface Context-dependent help can be provided. The user’s context is indicated by the current menu selection
  • 23. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 23 Problems with menu systems Actions which involve logical conjunction (and) or disjunction (or) are awkward to represent Menu systems are best suited to presenting a small number of choices. If there are many choices, some menu structuring facility must be used Experienced users find menus slower than command language
  • 24. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 24 Form-based interface Title Author Publisher Edition Classification Date of purchase ISBN Price Publication date Number of copies Loan status Order status NEWBOOK
  • 25. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 25 Command interfaces User types commands to give instructions to the system e.g. UNIX May be implemented using cheap terminals. Easy to process using compiler techniques Commands of arbitrary complexity can be created by command combination Concise interfaces requiring minimal typing can be created
  • 26. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 26 Problems with command interfaces Users have to learn and remember a command language. Command interfaces are therefore unsuitable for occasional users Users make errors in command. An error detection and recovery system is required System interaction is through a keyboard so typing ability is required
  • 27. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 27 Command languages Often preferred by experienced users because they allow for faster interaction with the system Not suitable for casual or inexperienced users May be provided as an alternative to menu commands (keyboard shortcuts). In some cases, a command language interface and a menu-based interface are supported at the same time
  • 28. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 28 Natural language interfaces The user types a command in a natural language. Generally, the vocabulary is limited and these systems are confined to specific application domains (e.g. timetable enquiries) NL processing technology is now good enough to make these interfaces effective for casual users but experienced users find that they require too much typing
  • 29. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 29 Multiple user interfaces Operatingsystem GUI manager Graphicaluser interface Command language interpreter Command language interface
  • 30. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 30 Information presentation Information presentation is concerned with presenting system information to system users The information may be presented directly (e.g. text in a word processor) or may be transformed in some way for presentation (e.g. in some graphical form) The Model-View-Controller approach is a way of supporting multiple presentations of data
  • 31. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 31 Information presentation Information to be displayed Presentation software Display
  • 32. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 32 Model-view-controller Model state Model methods Controllerstate Controllermethods Viewstate Viewmethods Userinputs viewmodification messages Model edits Model queries andupdates
  • 33. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 33 Information presentation Static information • Initialised at the beginning of a session. It does not change during the session • May be either numeric or textual Dynamic information • Changes during a session and the changes must be communicated to the system user • May be either numeric or textual
  • 34. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 34 Information display factors Is the user interested in precise information or data relationships? How quickly do information values change? Must the change be indicated immediately? Must the user take some action in response to a change? Is there a direct manipulation interface? Is the information textual or numeric? Are relative values important?
  • 35. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 35 Alternative information presentations 0 1000 2000 3000 4000 Jan Feb Mar April May June Jan 2842 Feb 2851 Mar 3164 April 2789 May 1273 June 2835
  • 36. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 36 Analogue vs. digital presentation Digital presentation • Compact - takes up little screen space • Precise values can be communicated Analogue presentation • Easier to get an 'at a glance' impression of a value • Possible to show relative values • Easier to see exceptional data values
  • 37. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 37 Dynamic information display 1 3 4 2 0 10 20 Dial with needle Pie chart Thermometer Horizontal bar
  • 38. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 38 Displaying relative values 0 100 200 300 400 0 25 50 75 100 Pressure Temperature
  • 39. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 39 Textual highlighting The filename you have chosen has been used. Please choose another name Ch. 16 User interface design ! OK Cancel
  • 40. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 40 Data visualisation Concerned with techniques for displaying large amounts of information Visualisation can reveal relationships between entities and trends in the data Possible data visualisations are: • Weather information collected from a number of sources • The state of a telephone network as a linked set of nodes • Chemical plant visualised by showing pressures and temperatures in a linked set of tanks and pipes • A model of a molecule displayed in 3 dimensions • Web pages displayed as a hyperbolic tree
  • 41. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 41 Colour displays Colour adds an extra dimension to an interface and can help the user understand complex information structures Can be used to highlight exceptional events Common mistakes in the use of colour in interface design include: • The use of colour to communicate meaning • Over-use of colour in the display
  • 42. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 42 Colour use guidelines Don't use too many colours Use colour coding to support use tasks Allow users to control colour coding Design for monochrome then add colour Use colour coding consistently Avoid colour pairings which clash Use colour change to show status change Be aware that colour displays are usually lower resolution
  • 43. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 43 User support User guidance covers all system facilities to support users including on-line help, error messages, manuals etc. The user guidance system should be integrated with the user interface to help users when they need information about the system or when they make some kind of error The help and message system should, if possible, be integrated
  • 44. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 44 Help and message system Message presentation system Error message texts Help frames Error message system Help interface Application
  • 45. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 45 Error messages Error message design is critically important. Poor error messages can mean that a user rejects rather than accepts a system Messages should be polite, concise, consistent and constructive The background and experience of users should be the determining factor in message design
  • 46. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 46 Design factors in message wording Context The user guidance system should be aware of what the user is doing and should adjust the output message to the current context. Experience As users become familiar with a system they become irritated by long, ‘meaningful’ messages. However, beginners find it difficult to understand short terse statements of the problem. The user guidance system should provide both types of message and allow the user to control message conciseness. Skill level Messages should be tailored to the user’s skills as well as their experience. Messages for the different classes of user may be expressed in different ways depending on the terminology which is familiar to the reader. Style Messages should be positive rather than negative. They should use the active rather than the passive mode of address. They should never be insulting or try to be funny. Culture Wherever possible, the designer of messages should be familiar with the culture of the country where the system is sold. There are distinct cultural differences between Europe, Asia and America. A suitable message for one culture might be unacceptable in another.
  • 47. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 47 Nurse input of a patient’s name Please type the patient name in the box then click ok Bates, J. OK Cancel
  • 48. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 48 System and user-oriented error messages Error #27 Invalid patient id entered? O K Ca nce l Pa tie nt J. Ba te s is not re giste re d Clickon Patients for a list of registered patients Clickon R etry to re-input a patient name Clickon Help for more information Pa tie nts He lp R e try Ca nce l Sy ste m- orie nte d e rror me ssa ge U se r- orie nte d e rror me ssa ge
  • 49. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 49 Help system design Help? means ‘help I want information” Help! means “HELP. I'm in trouble” Both of these requirements have to be taken into account in help system design Different facilities in the help system may be required
  • 50. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 50 Help information Should not simply be an on-line manual Screens or windows don't map well onto paper pages. The dynamic characteristics of the display can improve information presentation. People are not so good at reading screen as they are text.
  • 51. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 51 Help system use Multiple entry points should be provided so that the user can get into the help system from different places. Some indication of where the user is positioned in the help system is valuable. Facilities should be provided to allow the user to navigate and traverse the help system.
  • 52. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 52 Entry points to a help system Help frame network Top-level entry Entry from error message system Entry from application
  • 53. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 53 Help system windows Mail redirection Mail may be redirected to another network user by pressing the redirect button in the control panel. The system asks for the name of the user or users to whom the mail has been sent next topicsmore Mail redirection Mail may be redirected to another network user by pressing the redirect button in the control panel. The system asks for the name of the user or users to whom the mail has been sent Help frame map You are here Help history 1. Mail 2. Send mail 3. Read mail 4. Redirection
  • 54. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 54 User documentation As well as on-line information, paper documentation should be supplied with a system Documentation should be designed for a range of users from inexperienced to experienced As well as manuals, other easy-to-use documentation such as a quick reference card may be provided
  • 55. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 55 User document types Description of services Functional description System evaluators Howto install thesystem Installation document System administrators Getting started Introductory manual Novice users Facility description Reference manual Experienced users Operationand maintenance Administrator’s guide System administrators
  • 56. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 56 Document types Functional description • Brief description of what the system can do Introductory manual • Presents an informal introduction to the system System reference manual • Describes all system facilities in detail System installation manual • Describes how to install the system System administrator’s manual • Describes how to manage the system when it is in use
  • 57. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 57 User interface evaluation Some evaluation of a user interface design should be carried out to assess its suitability Full scale evaluation is very expensive and impractical for most systems Ideally, an interface should be evaluated against a usability specification. However, it is rare for such specifications to be produced
  • 58. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 58 Usability attributes Attribute Description Learnability How long does it take a new user to become productive with the system? Speed of operation How well does the system response match the user’s work practice? Robustness How tolerant is the system of user error? Recoverability How good is the system at recovering from user errors? Adaptability How closely is the system tied to a single model of work?
  • 59. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 59 Simple evaluation techniques Questionnaires for user feedback Video recording of system use and subsequent tape evaluation. Instrumentation of code to collect information about facility use and user errors. The provision of a grip button for on-line user feedback.
  • 60. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 60 Key points Interface design should be user-centred. An interface should be logical and consistent and help users recover from errors Interaction styles include direct manipulation, menu systems form fill-in, command languages and natural language Graphical displays should be used to present trends and approximate values. Digital displays when precision is required Colour should be used sparingly and consistently
  • 61. ©Ian Sommerville 2000 Software Engineering, 6th edition. Chapter 15 Slide 61 Key points Systems should provide on-line help. This should include “help, I’m in trouble” and “help, I want information” Error messages should be positive rather than negative. A range of different types of user documents should be provided Ideally, a user interface should be evaluated against a usability specification