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| taking an exsisting interface and knowledge gained by and using that to improve it(redesign it) |
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| The way that the content is going to be laid out |
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| An approach which ensures that a UI is designed to be usuable by the widest group of people possible, especially by users with physical, visual, or hearing disabilities. |
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1) Systems are easier to understand and use, thus reducing training and support cost 2) Discomfort and stress are reduced, and user satisfaction is improved. 3) The productivity of users and the operational efficiency of organizations is improved 4) Product quality, aesthetics, and impact are improved, and a competitive advantage can be achieved. |
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| A commercial style guide is a set of design principles, design guidelines, and design rules used to specify the look of all the software produced for a particular platform. Microsoft has a style guide for all their products(compare office and access) |
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| Design principles(Simplicity) |
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| It is important to keep the UI as simple as possible. Designers are encouraged to use actions, icons, words, and UI controls that are natural to the user. |
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| Design Principle(Structure) |
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| It is important to organize the UI in a meaningful and useful way. Features that users think of as related should appear together on the user interface, or at least they should be clearly and closely associated |
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| Design Principle(Consistency) |
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| Consistency - Consistency in appearance, placement, and behavior within the UI makes a system easy to learn and remember. |
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| Design Principle(Tolerance) |
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| The UI should be designed to minimize the number of user errors and facilitagte recovery from errors. Tolerating errors so if you make error(when you dont know what you are doing) the system doesnt crash(field validation) |
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| Design Principles(Recoverability) |
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| The ability of the users to recover from their mistakes in their interaction with the system and hence accomplish their goals. This is an aspect of tolerance. |
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| A documented explaination of why an artifact has been designed that way. |
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| Benefits of Recording Design Decisions |
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Definition
1) you may need to reconsider the decisions you have made in light of changed circumstances.
2) In case you leave the project, other UI designers may need to understand your decisions. |
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| A psychological model proposed by Norman(1988) that describes the steps users take when they interact with computer systems. In particular, the cycles shows the way in which users perform actions and tasks in order to achieve their goals |
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| how does the human action cycle influence design process |
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Definition
1) you may be able to predict difficulties that the users may face with the design and suggest modifications. 2)You may be able to suggest suitable changes in the users' environment and the system's technology. 3)You may be able to suggest necessary skills for the users when they work with the UI, or identify training needs. |
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| the metaphorical use of words on the screen, static images and icons, and interactive graphics. These elements are used metaphorically when the designer deliberately draws on the user's existing knowledge in order to enable the user to formulate an accurate mental model of the UI. |
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| Interactive Styles(Command line) |
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Definition
| An interaction style providing a means of directly instructing the computer system. |
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| Interactive Styles(Menu selection) |
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| A menu is set of options from which the user must choose. |
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| Interactive Styles(form-fill) |
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| An interaction style that allows the user to enter information via a form on the screen. |
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| Interactive styles(Direct manipulation) |
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| An interaction style that allows a user to maipulate the UI in a way that is analogous to the way he or she manipulates objects in space(moving files from one place to another) |
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| Interactive Styles(Anthropomorphic) |
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Definition
| An interaction style that aims to interact with users in the same way that humans interact with each other.Examples include natural language interfaces and interfaces that recognize gestures, facial expressions, or eye movements. human like |
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| software components(TEXT) |
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Definition
Advantages: text files are small text can be manipulated very easily text is less ambiguous Readability:font = type face and size |
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| software components(sound) |
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Definition
Reasons: Applications where the eyes and attention are required to be away from the screen Applications involving process control Applications addressing the needs of visually impaired users.
A reasons feedback, audio Instructions |
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| software components(Images) |
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Definition
reasons: To motivate, to attracct the attention of users, to amuse, and to persuade To communicate information, especially spatial information To support interaction
A reconigtion, icon, condsiderations: fimilar |
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| software components(Color) |
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Definition
| reasons: to draw attention, to show status, to make information on the display clearer, to make the display more attractive. |
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| software components(moving images) |
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Definition
reasons: To illustrate movement To provide dynamic feedback To attract attention To show that the computer system is operating. To show events that users cannot see directly
Video games |
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| There can be a trade off between the aesthetics of the UI and its usability. A vivid background may look stunning, but it could be tiring for the eyes. |
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| Technological convergence |
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| Merging of different designs ares GUI, web pages, and embedded systems. (think netfixs) |
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Definition
1) form the goal 2) translating the goal into a task or set of task 3)Planning an action sequence 4)Excuting the action sequence 5)Perceiving what happened 6)Interpreting the outcome according to the users expectations 7)Evaluating what happened against what was wanted |
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| 6 principles of good layout |
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Definition
1)Create Natural Groupings - group related data like customer name and age 2) Seperate the Currently Active components 3) Emphasize Important components - color something red 4)Use white space effectively 5)Make the controls visible 6)balance Aesthetics and Usability |
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| Design Issues for web pages |
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Definition
1)Widgets on Web pages 2)scrolling 3)Designing for Different Screens and Platforms 4)Using the Screen Area Effectively 5)Improving download time 6)Using Style Sheets 7)Designing for Accessibility |
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| Case Study tokairo part 1 |
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Definition
| the ui design for a kiosk and worksheet that enables oil tanker drivers to record the details of their deliveries. |
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Definition
| the worksheet was remodified to a bubble form fill process instead of hand written |
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