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User Interface Design: Best Practices
Design Language Comics




© 2007, Stacie Gomm, Utah State University
Design Language Comics




             Design Language Comics




© 2007, Stacie Gomm, Utah State University
Imbedded User Languages

                  Stacie Gomm
                  Utah State University
                  May 2007




© 2007, Stacie Gomm, Utah State University
How do these relate?




 How do you know that?
© 2007, Stacie Gomm, Utah State University
The design of the key and
                      keyhole concept is implicit
                        and it is has a language
                       which “speaks” to users
                      and let’s users know what
                       they are supposed to do.



© 2007, Stacie Gomm, Utah State University
Does this “speak” to you?




© 2007, Stacie Gomm, Utah State University
Imbedded User Languages

         This imbedded language is
           often overlooked or its
         existence is not realized as
       users develop products which
       are used in our everyday lives.
© 2007, Stacie Gomm, Utah State University
Imbedded User Languages

   The user language imbedded in
      every designed product
   communicates to the users the
       use for/of that product.


© 2007, Stacie Gomm, Utah State University
Design of Everyday Things
                                             by Donald Norman
   The human mind is exquisitely tailored to make sense of the
   world. Give it the slightest clue and off it goes, providing
   explanation, rationalization, understanding. Consider the
   objects – nooks, radios, kitchen, appliances, office machines,
   and light switches – that make up our everyday lives. Well-
   designed objects are easy to interpret and understand. They
   contain visible clues to their operation. Poorly designed objects
   can be difficult and frustrating to use. They provide no clues –
   or sometimes false clues. They trap the user and thwart the
   normal processing interpretation and understanding (Norman, p.
   2, italics added).

© 2007, Stacie Gomm, Utah State University
Design of Everyday Things
                                             by Donald Norman
   Included in every design are the
   affordances, mappings, visibility,
   and feedback and each of these
      has it own implicit language
       which speaks to the user.
© 2007, Stacie Gomm, Utah State University
Design of Everyday Things
                                             by Donald Norman
        Affordances are the “perceived and actual properties
         of the thing, primarily those fundamental properties
         that determine just how the thing could possibly be
                          used” (Norman, p. 9).


                  Mapping is a technical term meaning the
                “relationship between two things, in this case
             between the controls and their movements and the
            results in the world. … Natural mapping … leads to
                 immediate understanding” (Norman, p. 23).
© 2007, Stacie Gomm, Utah State University
Design of Everyday Things
                                             by Donald Norman
       In good design things are visible. “There are good
     mappings, natural relationships, between the controls and
          the things that are controlled” (Norman, p. 22).




           Feedback is the notion of sending back to the user
        information about what action has actually been done --
          what result has been accomplished (Norman, p. 27).


© 2007, Stacie Gomm, Utah State University
Design of Everyday Things
                                              by Donald Norman
       Norman suggests that when developing a product ALL of the
       following should be included in its user language:
       •Visibility – By looking the user can tell the state of the device and
       the alternatives for action.
       •Affordances – The designer provides a good conceptual model
       for the user, with consistency in the presentation of operations and
       results and a coherent, consistent system image.
       •Good mappings – It is possible to determine the relationship
       between actions and results, between the controls and their
       effects, and between the system state and what is visible.
       •Feedback – The user receives full and continuous feedback about
       the results of actions. (Norman, p.53)
© 2007, Stacie Gomm, Utah State University
Netest
      A testing system developed at Utah
      State University that is used to
      administer the Computer and
      Information Literacy (CIL) tests.


      Lack of communication could
      interfere with the user being able to
      pass a test.
© 2007, Stacie Gomm, Utah State University
Netest – Trainee Interface



                                                 Visibility

                                                 This screen
                                                 shows all of the
                                                 options available
                                                 to trainees.




© 2007, Stacie Gomm, Utah State University
Netest – Trainee Interface



                                                 Affordances

                                                 It is obvious which
                                                 buttons perform
                                                 which tasks.




© 2007, Stacie Gomm, Utah State University
Netest – Trainee Interface



                                                 Mappings

                                                 Mapping buttons to
                                                 their action is done
                                                 well in this
                                                 program.




© 2007, Stacie Gomm, Utah State University
Netest – Trainee Interface



                                                 Feedback

                                                 The buttons
                                                 actually do what is
                                                 expected.




© 2007, Stacie Gomm, Utah State University
Netest – Testing Interface



                                                     Norman
                                                     contends that
                                                     when simple
                                                     things need
                                                     pictures,
                                                     labels, or
                                                     instructions,
                                                     the design
                                                     has failed
                                                     (p.9).




© 2007, Stacie Gomm, Utah State University
Implications for Portal Design




         When building a portal there exists a
         language that communicates to the user the
         actions which are expected by the user.
         When a designer designs the portal, there is
         a built in user language. The designer must
         realize this fact in order for his design to be
         able to communicate effectively with its
         users. This language is used by the user to
         communicate with the portal system.
© 2007, Stacie Gomm, Utah State University
Implications for Portal




         Show sample Portals
         Identify commonalities and
         what the user expects



© 2007, Stacie Gomm, Utah State University
Design of Everyday Things


                                             by Donald Norman


                 When developing instructional products,
                 according to Norman, this is what
                 instructional designers should do:


       1. Understand the causes of error and
          design and to minimize those causes.



© 2007, Stacie Gomm, Utah State University
Design of Everyday Things


                                             by Donald Norman


       2. Make it possible to reverse actions –
          to “undo” them – or to make it harder
          to do what cannot be reversed.
       3. Make it easier to discover the errors
          that do occur, and make them easier
          to correct.



© 2007, Stacie Gomm, Utah State University
Design of Everyday Things


                                             by Donald Norman


       4. Change the attitude toward errors.
          Think of an object’s user as
          attempting to do a task, getting there
          by imperfect approximations. Don’t
          think of the user as making errors;
          think of the actions as approximations
          of what is desired. (p. 131)



© 2007, Stacie Gomm, Utah State University
Imbedded User Languages




          “Good” designers have a
      realization and understanding of
        the user language contained
      within their products and insure
       complete communication takes
       place between the product and
                     user.
© 2007, Stacie Gomm, Utah State University
Imbedded User Languages




                        Questions / Comments?




                                             Contact Info:
                         Stacie.Gomm@usu.edu

© 2007, Stacie Gomm, Utah State University

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User Interface Design Best Practices

  • 1. User Interface Design: Best Practices
  • 2. Design Language Comics © 2007, Stacie Gomm, Utah State University
  • 3. Design Language Comics Design Language Comics © 2007, Stacie Gomm, Utah State University
  • 4. Imbedded User Languages Stacie Gomm Utah State University May 2007 © 2007, Stacie Gomm, Utah State University
  • 5. How do these relate? How do you know that? © 2007, Stacie Gomm, Utah State University
  • 6. The design of the key and keyhole concept is implicit and it is has a language which “speaks” to users and let’s users know what they are supposed to do. © 2007, Stacie Gomm, Utah State University
  • 7. Does this “speak” to you? © 2007, Stacie Gomm, Utah State University
  • 8. Imbedded User Languages This imbedded language is often overlooked or its existence is not realized as users develop products which are used in our everyday lives. © 2007, Stacie Gomm, Utah State University
  • 9. Imbedded User Languages The user language imbedded in every designed product communicates to the users the use for/of that product. © 2007, Stacie Gomm, Utah State University
  • 10. Design of Everyday Things by Donald Norman The human mind is exquisitely tailored to make sense of the world. Give it the slightest clue and off it goes, providing explanation, rationalization, understanding. Consider the objects – nooks, radios, kitchen, appliances, office machines, and light switches – that make up our everyday lives. Well- designed objects are easy to interpret and understand. They contain visible clues to their operation. Poorly designed objects can be difficult and frustrating to use. They provide no clues – or sometimes false clues. They trap the user and thwart the normal processing interpretation and understanding (Norman, p. 2, italics added). © 2007, Stacie Gomm, Utah State University
  • 11. Design of Everyday Things by Donald Norman Included in every design are the affordances, mappings, visibility, and feedback and each of these has it own implicit language which speaks to the user. © 2007, Stacie Gomm, Utah State University
  • 12. Design of Everyday Things by Donald Norman Affordances are the “perceived and actual properties of the thing, primarily those fundamental properties that determine just how the thing could possibly be used” (Norman, p. 9). Mapping is a technical term meaning the “relationship between two things, in this case between the controls and their movements and the results in the world. … Natural mapping … leads to immediate understanding” (Norman, p. 23). © 2007, Stacie Gomm, Utah State University
  • 13. Design of Everyday Things by Donald Norman In good design things are visible. “There are good mappings, natural relationships, between the controls and the things that are controlled” (Norman, p. 22). Feedback is the notion of sending back to the user information about what action has actually been done -- what result has been accomplished (Norman, p. 27). © 2007, Stacie Gomm, Utah State University
  • 14. Design of Everyday Things by Donald Norman Norman suggests that when developing a product ALL of the following should be included in its user language: •Visibility – By looking the user can tell the state of the device and the alternatives for action. •Affordances – The designer provides a good conceptual model for the user, with consistency in the presentation of operations and results and a coherent, consistent system image. •Good mappings – It is possible to determine the relationship between actions and results, between the controls and their effects, and between the system state and what is visible. •Feedback – The user receives full and continuous feedback about the results of actions. (Norman, p.53) © 2007, Stacie Gomm, Utah State University
  • 15. Netest A testing system developed at Utah State University that is used to administer the Computer and Information Literacy (CIL) tests. Lack of communication could interfere with the user being able to pass a test. © 2007, Stacie Gomm, Utah State University
  • 16. Netest – Trainee Interface Visibility This screen shows all of the options available to trainees. © 2007, Stacie Gomm, Utah State University
  • 17. Netest – Trainee Interface Affordances It is obvious which buttons perform which tasks. © 2007, Stacie Gomm, Utah State University
  • 18. Netest – Trainee Interface Mappings Mapping buttons to their action is done well in this program. © 2007, Stacie Gomm, Utah State University
  • 19. Netest – Trainee Interface Feedback The buttons actually do what is expected. © 2007, Stacie Gomm, Utah State University
  • 20. Netest – Testing Interface Norman contends that when simple things need pictures, labels, or instructions, the design has failed (p.9). © 2007, Stacie Gomm, Utah State University
  • 21. Implications for Portal Design When building a portal there exists a language that communicates to the user the actions which are expected by the user. When a designer designs the portal, there is a built in user language. The designer must realize this fact in order for his design to be able to communicate effectively with its users. This language is used by the user to communicate with the portal system. © 2007, Stacie Gomm, Utah State University
  • 22. Implications for Portal Show sample Portals Identify commonalities and what the user expects © 2007, Stacie Gomm, Utah State University
  • 23. Design of Everyday Things by Donald Norman When developing instructional products, according to Norman, this is what instructional designers should do: 1. Understand the causes of error and design and to minimize those causes. © 2007, Stacie Gomm, Utah State University
  • 24. Design of Everyday Things by Donald Norman 2. Make it possible to reverse actions – to “undo” them – or to make it harder to do what cannot be reversed. 3. Make it easier to discover the errors that do occur, and make them easier to correct. © 2007, Stacie Gomm, Utah State University
  • 25. Design of Everyday Things by Donald Norman 4. Change the attitude toward errors. Think of an object’s user as attempting to do a task, getting there by imperfect approximations. Don’t think of the user as making errors; think of the actions as approximations of what is desired. (p. 131) © 2007, Stacie Gomm, Utah State University
  • 26. Imbedded User Languages “Good” designers have a realization and understanding of the user language contained within their products and insure complete communication takes place between the product and user. © 2007, Stacie Gomm, Utah State University
  • 27. Imbedded User Languages Questions / Comments? Contact Info: Stacie.Gomm@usu.edu © 2007, Stacie Gomm, Utah State University