• Quality of user’s experience
  • Effectiveness, efficiency, overall satisfaction of user

User Interface (UI)

  • Everything that user encounters
  • Good UI design: understand the capabilities and limitations of users

Fitt’s Law

  • Time required to move to a target
  • log(distance / size)

Hick’s Law

  • Time to make decision
  • log(# of choice)

Cognitive Load Theory

  • Perception: Vision has highest information bandwidth
  • Memory: Better at recognition than recall
  • Miller’s Magic Number: Only about 7 chunks of info held at once by human memory

Mental Model

  • Abstract, inner representations regarding things from external world

Interface Gulf(불일치, 간극)

  • Gulf within evaluation(of system state) and within execution(of action)

How to Narrow Gulf

Norman’s Design Principle

  • Affordance: how things look - how they are used
  • Discovery / Visibility: how clear can users know the options and how to access
  • Feedback: response to user’s input
  • Constraint: limit the range of interaction
  • Consistency: similar operations/elements for similar task (i.e., undo & redo)
  • Mapping: relationship between control & output

Interface Metaphors

  • Help designers deliver mental model
  • Conflict with Simplicity, Consistency

Follow Interface Convention

  • UI Patterns

UI Design Process

  • Design
  • Prototype(storyboard, partial implementation, etc.)
  • Evaluation
  • Requirement Establishment

Usability Evaluation

  • Cognitive Walkthrough
    • Designer plays user role
  • Heuristic Evaluation
    • Analyze w/ heuristics
  • User Test

Usability Heuristics

  • System status visibility
  • Match between system ↔ real world
  • User control & freedom
  • Consistency
  • Error prevention
  • Recognition > Recall (minimize user’s memory)
  • Flexibility & Efficiency
  • Aesthetic & Minimal (no irrelevant)
  • Help recognize, diagnose, recover error
  • Help and documentation

Limitations

  • Important problems may get missed
  • Too focused on minor issue
  • Experts are biased


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