User Interface Design

User interface design or user interface engineering is the design of computers, appliances, machines, mobile communication devices, software applications, and websites with the focus on the user's experience and interaction. The goal of user interface design is to make the user's interaction as simple and efficient as possible, in terms of accomplishing user goals—what is often called user-centered design. Good user interface design facilitates finishing the task at hand without drawing unnecessary attention to itself. Graphic design may be utilized to support its usability. The design process must balance technical functionality and visual elements (e.g., mental model) to create a system that is not only operational but also usable and adaptable to changing user needs.


Interface design is involved in a wide range of projects from computer systems, to cars, to commercial planes; all of these projects involve much of the same basic human interactions yet also require some unique skills and knowledge. As a result, designers tend to specialize in certain types of projects and have skills centered around their expertise, whether that be software design, user research, web design, or industrial design.

Contents
[hide]

   1 Processes
   2 Requirements
   3 Research--Past and Ongoing
   4 See also
   5 References

[edit] Processes

There are several phases and processes in the user interface design, some of which are more demanded upon than others, depending on the project. (Note: for the remainder of this section, the word system is used to denote any project whether it is a web site, application, or device.)

   Functionality requirements gathering – assembling a list of the functionality required by the system to accomplish the goals of the project and the potential needs of the users.
   User analysis – analysis of the potential users of the system either through discussion with people who work with the users and/or the potential users themselves. Typical questions involve:
  •        What would the user want the system to do?
  •        How would the system fit in with the user's normal workflow or daily activities?
  •     How technically savvy is the user and what similar systems does the user already use?
  •        What interface look & feel styles appeal to the user?
   Information architecture – development of the process and/or information flow of the system (i.e. for phone tree systems, this would be an option tree flowchart and for web sites this would be a site flow that shows the hierarchy of the pages).
   Prototyping – development of wireframes, either in the form of paper prototypes or simple interactive screens. These prototypes are stripped of all look & feel elements and most content in order to concentrate on the interface.
   Usability testing – testing of the prototypes on an actual user—often using a technique called think aloud protocol where you ask the user to talk about their thoughts during the experience.
   Graphic Interface design – actual look & feel design of the final graphical user interface (GUI). It may be based on the findings developed during the usability testing if usability is unpredictable, or based on communication objectives and styles that would appeal to the user. In rare cases, the graphics may drive the prototyping, depending on the importance of visual form versus function. If the interface requires multiple skins, there may be multiple interface designs for one control panel, functional feature or widget. This phase is often a collaborative effort between a graphic designer and a user interface designer, or handled by one who is proficient in both disciplines.

User interface design requires a good understanding of user needs.

[edit] Requirements

The dynamic characteristics of a system are described in terms of dialogue requirements contained in seven principles of part 10 of the ergonomics standard, the ISO 9241. This standard establishes a framework of ergonomic "principles" for the dialogue techniques with high-level definitions and illustrative applications and examples of the principles. The principles of the dialogue represent the dynamic aspects of the interface and can be mostly regarded as the "feel" of the interface. 

The seven dialogue principles are: 
  • Suitability for the task: the dialogue is suitable for a task when it supports the user in the effective and efficient completion of the task.
  • Self-descriptiveness: the dialogue is self-descriptive when each dialogue step is immediately comprehensible through feedback from the system or is explained to the user on request.
  • Controllability: the dialogue is controllable when the user is able to initiate and control the direction and pace of the interaction until the point at which the goal has been met.
  •    Conformity with user expectations: the dialogue conforms with user expectations when it is consistent and corresponds to the user characteristics, such as task knowledge, education, experience, and to commonly accepted conventions.
  •    Error tolerance: the dialogue is error tolerant if despite evident errors in input, the intended result may be achieved with either no or minimal action by the user.
  •    Suitability for individualization: the dialogue is capable of individualization when the interface software can be modified to suit the task needs, individual preferences, and skills of the user.
  •    Suitability for learning: the dialogue is suitable for learning when it supports and guides the user in learning to use the system.

The concept of usability is defined in Part 11 of the ISO 9241 standard by effectiveness, efficiency, and satisfaction of the user. Part 11 gives the following definition of usability:

   Usability is measured by the extent to which the intended goals of use of the overall system are achieved (effectiveness).
   The resources that have to be expended to achieve the intended goals (efficiency).
   The extent to which the user finds the overall system acceptable (satisfaction).

Effectiveness, efficiency, and satisfaction can be seen as quality factors of usability. To evaluate these factors, they need to be decomposed into sub-factors, and finally, into usability measures.

The information presentation is described in Part 12 of the ISO 9241 standard for the organization of information (arrangement, alignment, grouping, labels, location), for the display of graphical objects, and for the coding of information (abbreviation, color, size, shape, visual cues) by seven attributes. The "attributes of presented information" represent the static aspects of the interface and can be generally regarded as the "look" of the interface. The attributes are detailed in the
recommendations given in the standard. Each of the recommendations supports one or more of the seven attributes. The seven presentation attributes are:

  •    Clarity: the information content is conveyed quickly and accurately.
  •    Discriminability: the displayed information can be distinguished accurately.
  •    Conciseness: users are not overloaded with extraneous information.
  •    Consistency: a unique design, conformity with user's expectation.
  •    Detectability: the user's attention is directed towards information required.
  •    Legibility: information is easy to read.
  •  Comprehensibility: the meaning is clearly understandable, unambiguous, interpretable, and recognizable.

The user guidance in Part 13 of the ISO 9241 standard describes that the user guidance information should be readily distinguishable from other displayed information and should be specific for the current context of use. User guidance can be given by the following five means:

  •    Prompts indicating explicitly (specific prompts) or implicitly (generic prompts) that the system is available for input.
  •    Feedback informing about the user's input timely, perceptible, and non-intrusive.
  •    Status information indicating the continuing state of the application, the system's hardware and software components, and the user's activities.
  •    Error management including error prevention, error correction, user support for error management, and error messages.
  •    On-line help for system-initiated and user initiated requests with specific information for the current context of use.

[edit] Research--Past and Ongoing

User interface design has been a topic of considerable research, including on its aesthetics.[1] In the past standards have been developed, as far back as the eighties for defining the usablity of software products.[2] One of the structural basis has become the IFIP userinterface reference model. The model proposes four dimensions to structure the user interface:

   The input/output dimension (the look)
   The dialogue dimension (the feel)
   The technical or functional dimension (the access to tools and services)
   The organizational dimension (the communication and co-operation support)

This model has greatly influenced the development of the international standard ISO 9241 describing the interface design requirements for usability. The desire to understand application-specific UI issues early in software development, even as an application was being developed, led to research on GUI rapid prototyping tools that might offer convincing simulations of how an actual application might behave in production use.[3] Some of this research has shown that a wide variety of programming tasks for GUI-based software can, in fact, be specified through means other than writing program code.[4]

Research in recent years is strongly motivated by the increasing variety of devices that can, by virtue of Moore's Law, host very complex interfaces.[5]

There is also research on generating user interfaces automatically, to match a user's level of ability for different kinds of interaction.[6]


Principles of User Interface Design

are intended to improve the quality of user interface design. According to Larry Constantine and Lucy Lockwood in their usage-centered design, these principles are:[1]

   The structure principle: Design should organize the user interface purposefully, in meaningful and useful ways based on clear, consistent models that are apparent and recognizable to users, putting related things together and separating unrelated things, differentiating dissimilar things and making similar things resemble one another. The structure principle is concerned with overall user interface architecture.

   The simplicity principle: The design should make simple, common tasks easy, communicating clearly and simply in the user's own language, and providing good shortcuts that are meaningfully related to longer procedures.

   The visibility principle: The design should make all needed options and materials for a given task visible without distracting the user with extraneous or redundant information. Good designs don't overwhelm users with alternatives or confuse with unneeded information.

   The feedback principle: The design should keep users informed of actions or interpretations, changes of state or condition, and errors or exceptions that are relevant and of interest to the user through clear, concise, and unambiguous language familiar to users.

   The tolerance principle: The design should be flexible and tolerant, reducing the cost of mistakes and misuse by allowing undoing and redoing, while also preventing errors wherever possible by tolerating varied inputs and sequences and by interpreting all reasonable actions.

   The reuse principle: The design should reuse internal and external components and behaviors, maintaining consistency with purpose rather than merely arbitrary consistency, thus reducing the need for users to rethink and remember.

According to Jef Raskin in his book The Humane Interface, there are two laws of user interface design, based on the fictional laws of robotics
created by Isaac Asimov:[2]
First Law       A computer shall not harm your work or, through inactivity, allow your work to come to harm.
Second Law      A computer shall not waste your time or require you to do more work than is strictly necessary.



Human–computer interaction (HCI) is the study, planning and design of the interaction between people (users) and computers. It is often regarded as the intersection of computer science, behavioral sciences, design and several other fields of study. Interaction between users and computers occurs at the user interface (or simply interface), which includes both software and hardware; for example, characters or objects displayed by software on a personal computer's monitor, input received from users via hardware peripherals such as keyboards and mice, and other user interactions with large-scale computerized systems such as aircraft and power plants. The Association for Computing Machinery defines human-computer interaction as "a discipline concerned with the design, evaluation and implementation of interactive computing systems for human use and with the study of major phenomena surrounding them."[1] An important facet of HCI is the securing of user satisfaction (see Computer user satisfaction).

Because human-computer interaction studies a human and a machine in conjunction, it draws from supporting knowledge on both the machine and the human side. On the machine side, techniques in computer graphics, operating systems, programming languages, and development environments are relevant. On the human side, communication theory, graphic and industrial design disciplines, linguistics, social sciences, cognitive psychology, and human factors such as computer user satisfaction are relevant. Engineering and design methods are also relevant. Due to the multidisciplinary nature of HCI, people with different backgrounds contribute to its success. HCI is also sometimes referred to as man–machine interaction (MMI) or computer–human interaction (CHI).

Attention to human-machine interaction is important, because poorly designed human-machine interfaces can lead to many unexpected problems. A classic example of this is the Three Mile Island accident where investigations concluded that the design of the human-machine interface was at least partially responsible for the disaster.[2] Similarly, accidents in aviation have resulted from manufacturers' decisions to use non-standard flight instrument and/or throttle quadrant layouts: even though the new designs were proposed to be superior in regards to basic human-machine interaction, pilots had already ingrained the "standard" layout and thus the conceptually good idea actually had undesirable results.

Contents
[hide]

   1 Goals
   2 Differences with related fields
   3 Design principles
   4 Design methodologies
   5 Display designs
       5.1 Thirteen principles of display design
           5.1.1 Perceptual principles
           5.1.2 Mental Model Principles
           5.1.3 Principles Based on Attention
           5.1.4 Memory Principles
   6 Human–computer interface
   7 Current research
       7.1 Group interfaces
       7.2 User Tailorability
       7.3 Embedded computation
       7.4 Augmented reality
   8 Factors of change
   9 Academic conferences
       9.1 Special purpose
       9.2 Regional and general HCI
   10 See also
   11 Footnotes
   12 Further reading
   13 External links

[edit] Goals

A basic goal of HCI is to improve the interactions between users and computers by making computers more usable and receptive to the user's needs. Specifically, HCI is concerned with:

   methodologies and processes for designing interfaces (i.e., given a task and a class of users, design the best possible interface within given constraints, optimizing for a desired property such as learnability or efficiency of use)
   methods for implementing interfaces (e.g. software toolkits and libraries; efficient algorithms)
   techniques for evaluating and comparing interfaces
   developing new interfaces and interaction techniques
   developing descriptive and predictive models and theories of interaction

A long term goal of HCI is to design systems that minimize the barrier between the human's cognitive model of what they want to accomplish and the computer's understanding of the user's task.

Professional practitioners in HCI are usually designers concerned with the practical application of design methodologies to real-world problems. Their work often revolves around designing graphical user interfaces and web interfaces.

Researchers in HCI are interested in developing new design methodologies, experimenting with new hardware devices, prototyping new software systems, exploring new paradigms for interaction, and developing models and theories of interaction.
[edit] Differences with related fields

HCI differs from human factors (or ergonomics) in that with HCI the focus is more on users working specifically with computers, rather than other kinds of machines or designed artifacts. There is also a focus in HCI on how to implement the computer software and hardware mechanisms to support human-computer interaction. Thus, human factors is a broader term; HCI could be described as the human factors of computers - although some experts try to differentiate these areas.

HCI also differs from human factors in that there is less of a focus on repetitive work-oriented tasks and procedures, and much less emphasis on physical stress and the physical form or industrial design of the user interface, such as keyboards and mice.

Three areas of study have substantial overlap with HCI even as the focus of inquiry shifts. In the study of personal information management (PIM), human interactions with the computer are placed in a larger informational context - people may work with many forms of information, some computer-based, many not (e.g., whiteboards, notebooks, sticky notes, refrigerator magnets) in order to understand and effect desired changes in their world. In computer supported cooperative work (CSCW), emphasis is placed on the use of computing systems in support of the collaborative work of a group of people. The principles of human interaction management (HIM) extend the scope of CSCW to an organizational level and can be
implemented without use of computer systems.

[edit] Design principles

When evaluating a current user interface, or designing a new user interface, it is important to keep in mind the following experimental design principles:

   Early focus on user(s) and task(s): Establish how many users are needed to perform the task(s) and determine who the appropriate users should be; someone who has never used the interface, and will not use the interface in the future, is most likely not a valid user. In addition, define the task(s) the users will be performing and how often the task(s) need to be performed.
   Empirical measurement: Test the interface early on with real users who come in contact with the interface on an everyday basis. Keep in mind that results may be altered if the performance level of the user is not an accurate depiction of the real human-computer interaction.
Establish quantitative usability specifics such as: the number of users performing the task(s), the time to complete the task(s), and
the number of errors made during the task(s).
   Iterative design: After determining the users, tasks, and empirical measurements to include, perform the following iterative design steps:

   Design the user interface
   Test
   Analyze results
   Repeat

Repeat the iterative design process until a sensible, user-friendly
interface is created.[3]
[edit] Design methodologies

A number of diverse methodologies outlining techniques for human–computer interaction design have emerged since the rise of the field in the 1980s. Most design methodologies stem from a model for how users, designers, and technical systems interact. Early methodologies, for example, treated users' cognitive processes as predictable and quantifiable and encouraged design practitioners to look to cognitive science results in areas such as memory and attention when designing user interfaces. Modern models tend to focus on a constant feedback and conversation between users, designers, and engineers and push for technical systems to be wrapped around the types of experiences users want to have, rather than wrapping user experience around a completed system.

   User-centered design: user-centered design (UCD) is a modern, widely practiced design philosophy rooted in the idea that users must take center-stage in the design of any computer system. Users, designers and technical practitioners work together to articulate the wants, needs and limitations of the user and create a system that addresses these elements. Often, user-centered design projects are informed by
ethnographic studies of the environments in which users will be interacting with the system. This practice is similar but not identical to Participatory Design, which emphasizes the possibility for end-users to contribute actively through shared design sessions and workshops.

   Principles of User Interface Design: these are seven principles that may be considered at any time during the design of a user interface in any order, namely Tolerance, Simplicity, Visibility, Affordance,
Consistency, Structure and Feedback.[4]

   See List of human-computer interaction topics#Interface design methods
for more

[edit] Display designs

Displays are human-made artifacts designed to support the perception of relevant system variables and to facilitate further processing of that information. Before a display is designed, the task that the display is intended to support must be defined (e.g. navigating, controlling, decision making, learning, entertaining, etc.). A user or operator must be able to process whatever information that a system generates and displays; therefore, the information must be displayed according to principles in a manner that will support perception, situation awareness, and understanding.


[edit] Thirteen principles of display design

Christopher Wickens et al. defined 13 principles of display design in their book An Introduction to Human Factors Engineering.[5]

These principles of human perception and information processing can be utilized to create an effective display design. A reduction in errors, a reduction in required training time, an increase in efficiency, and an increase in user satisfaction are a few of the many potential benefits that can be achieved through utilization of these principles.

Certain principles may not be applicable to different displays or situations. Some principles may seem to be conflicting, and there is no simple solution to say that one principle is more important than another. The principles may be tailored to a specific design or situation. Striking a functional balance among the principles is critical for an effective design.[6]


[edit] Perceptual principles

1. Make displays legible (or audible). A display's legibility is critical and necessary for designing a usable display. If the characters or objects being displayed cannot be discernible, then the operator cannot effectively make use of them.

2. Avoid absolute judgment limits. Do not ask the user to determine the level of a variable on the basis of a single sensory variable (e.g. color, size, loudness). These sensory variables can contain many possible levels.

3. Top-down processing. Signals are likely perceived and interpreted in accordance with what is expected based on a user's past experience. If a signal is presented contrary to the user's expectation, more physical evidence of that signal may need to be presented to assure that it is understood correctly.

4. Redundancy gain. If a signal is presented more than once, it is more likely that it will be understood correctly. This can be done by presenting the signal in alternative physical forms (e.g. color and shape, voice and print, etc.), as redundancy does not imply repetition. A traffic light is a good example of redundancy, as color and position are redundant.

5. Similarity causes confusion: Use discriminable elements. Signals that appear to be similar will likely be confused. The ratio of similar features to different features causes signals to be similar. For example, A423B9 is more similar to A423B8 than 92 is to 93. Unnecessary similar features should be removed and dissimilar features should be highlighted.


[edit] Mental Model Principles

6. Principle of pictorial realism. A display should look like the variable that it represents (e.g. high temperature on a thermometer shown as a higher vertical level). If there are multiple elements, they can be configured in a manner that looks like it would in the represented environment.

7. Principle of the moving part. Moving elements should move in a pattern and direction compatible with the user's mental model of how it actually moves in the system. For example, the moving element on an altimeter should move upward with increasing altitude.


[edit] Principles Based on Attention

8. Minimizing information access cost. When the user's attention is diverted from one location to another to access necessary information, there is an associated cost in time or effort. A display design should minimize this cost by allowing for frequently accessed sources to be located at the nearest possible position. However, adequate legibility should not be sacrificed to reduce this cost.

9. Proximity compatibility principle. Divided attention between two information sources may be necessary for the completion of one task. These sources must be mentally integrated and are defined to have close mental proximity. Information access costs should be low, which can be achieved in many ways (e.g. proximity, linkage by common colors, patterns, shapes, etc.). However, close display proximity can be harmful by causing too much clutter.

10. Principle of multiple resources. A user can more easily process information across different resources. For example, visual and auditory information can be presented simultaneously rather than presenting all visual or all auditory information.


[edit] Memory Principles

11. Replace memory with visual information: knowledge in the world. A user should not need to retain important information solely in working memory or to retrieve it from long-term memory. A menu, checklist, or another display can aid the user by easing the use of their memory. However, the use of memory may sometimes benefit the user by eliminating the need to reference some type of knowledge in the world (e.g. an expert computer operator would rather use direct commands from memory than refer to a manual). The use of knowledge in a user's head and knowledge in the world must be balanced for an effective design.

12. Principle of predictive aiding. Proactive actions are usually more effective than reactive actions. A display should attempt to eliminate resource-demanding cognitive tasks and replace them with simpler perceptual tasks to reduce the use of the user's mental resources. This will allow the user to not only focus on current conditions, but also think about possible future conditions. An example of a predictive aid is a road sign displaying the distance from a certain destination.

13. Principle of consistency. Old habits from other displays will easily transfer to support processing of new displays if they are designed in a consistent manner. A user's long-term memory will trigger actions that are expected to be appropriate. A design must accept this fact and utilize consistency among different displays.


[edit] Human–computer interface


Main article: User interface

The human–computer interface can be described as the point of communication between the human user and the computer. The flow of information between the human and computer is defined as the loop of interaction. The loop of interaction has several aspects to it including:

   Task Environment: The conditions and goals set upon the user.
   Machine Environment: The environment that the computer is connected to, i.e. a laptop in a college student's dorm room.
   Areas of the Interface: Non-overlapping areas involve processes of the human and computer not pertaining to their interaction. Meanwhile, the overlapping areas only concern themselves with the processes pertaining to their interaction.
   Input Flow: The flow of information that begins in the task environment, when the user has some task that requires using their computer.
   Output: The flow of information that originates in the machine environment.
   Feedback: Loops through the interface that evaluate, moderate, and confirm processes as they pass from the human through the interface to the computer and back.

[edit] Current research
       This section does not cite any references or sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (October 2010)

Hot topics in HCI include:
[edit] Group interfaces

Interfaces to allow groups of people to coordinate are common (e.g., for meetings, engineering projects, or authoring joint documents). The Internet has produced a major impact on the nature of organizations and on the division of labor. Current research studies models of the group design process to create systems with increased rationalization of design to help group work.


[edit] User Tailorability

End-user development studies how ordinary users could routinely tailor applications to their own needs and use this power to invent new applications based on their understanding of their own domains. Users, with their deeper knowledge of their own knowledge domains, could increasingly be important sources of new applications at the expense of generic systems programmers (with systems expertise but low domain
expertise).
[edit] Embedded computation

Computation is passing beyond desktop computers into every object for which uses can be found. Embedded systems make the environment alive with little computations and automated processes, from computerized cooking appliances to lighting and plumbing fixtures to window blinds to automobile braking systems to greeting cards. To some extent, this development is already taking place. The expected difference in the future is the addition of networked communications that will allow many of these embedded computations to coordinate with each other and with the user. Human interfaces to these embedded devices will in many cases be very different from those appropriate to workstations.


[edit] Augmented reality

A common staple of science fiction, augmented reality refers to the notion of layering relevant information into our vision of the world. Existing projects show real-time statistics to users performing difficult tasks, such as manufacturing. Future work might include augmenting our social interactions by providing additional information about those we converse with.


[edit] Factors of change
       This section does not cite any references or sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (October 2010)

The means by which humans interact with computers continues to evolve rapidly. Human–computer interaction is affected by the forces shaping the nature of future computing. These forces include:

   Decreasing hardware costs leading to larger memory and faster systems
   Miniaturization of hardware leading to portability
   Reduction in power requirements leading to portability
   New display technologies leading to the packaging of computational
devices in new forms
   Specialized hardware leading to new functions
   Increased development of network communication and distributed computing
   Increasingly widespread use of computers, especially by people who are
outside of the computing profession
   Increasing innovation in input techniques (i.e., voice, gesture, pen),
combined with lowering cost, leading to rapid computerization by
people previously left out of the "computer revolution."
   Wider social concerns leading to improved access to computers by
currently disadvantaged groups

The future for HCI, based on current promising research, is expected to include the following characteristics:

   Ubiquitous communication. Computers are expected to communicate through high speed local networks, nationally over wide-area networks, and portably via infrared, ultrasonic, cellular, and other technologies. Data and computational services will be portably accessible from many if not most locations to which a user travels.

   High functionality systems. Systems can have large numbers of functions associated with them. There are so many systems that most users, technical or non-technical, do not have time to learn them in the traditional way (e.g., through thick manuals).

   Mass availability of computer graphics. Computer graphics capabilities such as image processing, graphics transformations, rendering, and interactive animation are becoming widespread as inexpensive chips become available for inclusion in general workstations and mobile devices.

   Mixed media. Commercial systems can handle images, voice, sounds, video, text, formatted data. These are exchangeable over communication links among users. The separate worlds of consumer electronics (e.g., stereo sets, VCRs, televisions) and computers are partially merging. Computer and print worlds are expected to cross-assimilate each other.

   High-bandwidth interaction. The rate at which humans and machines interact is expected to increase substantially due to the changes in speed, computer graphics, new media, and new input/output devices. This can lead to some qualitatively different interfaces, such as virtual reality or computational video.

   Large and thin displays. New display technologies are finally maturing, enabling very large displays and displays that are thin, lightweight, and low in power consumption. This is having large effects on portability and will likely enable the development of paper-like, pen-based computer interaction systems very different in
feel from desktop workstations of the present.

   Information Utilities. Public information utilities (such as home banking and shopping) and specialized industry services (e.g., weather for pilots) are expected to proliferate. The rate of proliferation can accelerate with the introduction of high-bandwidth interaction and the improvement in quality of interfaces.


================================Agroindustrial Technology-IPB

Komentar

Postingan Populer