- 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
- Help designers deliver mental model
- Conflict with Simplicity, Consistency
Follow Interface Convention
UI Design Process
- Design
- Prototype(storyboard, partial implementation, etc.)
- Evaluation
- Requirement Establishment
Usability Evaluation
- Cognitive Walkthrough
- Heuristic Evaluation
- 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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