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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 1

User Interface Design

Winter term 2005/2006

Thursdays, 14-16 c.t., Raum 228

Prof. Dr. Antonio Krüger

Institut für Geoinformatik

Universität Münster

(2)

Screen design: individual

screen design

Draw user attention to salient point, e.g. colour,

motion, boxing

Animation is very powerful but can be

distracting

Good organization helps:

grouping, physical proximity

Trade off between sparse

population and overcrowding

(3)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 3

Summary

Different kinds of prototyping are used for different

purposes and at different stages

Prototypes answer questions, so prototype appropriately

Construction: the final product must be engineered

appropriately

Conceptual design (the first step of design)

Physical design: e.g. menus, icons, screen design,

information display

(4)
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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 5

Initial Idea

Build a TUI with built-in display

• Orientation sensitive

• Direct feedback

• Standalone operation

Technical problems

• No square OLED displays

Cognitive issues

• Different ways to any side

• Action history?

(6)

Conceptual design of TUISTER

sensors for orientation:

3x 1D magnetic

2x 2D gravity

1x relative rotation

primary display

secondary displays

(7)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 7

(8)

E

D

A

B

C

C3

C2

C7

C8

C1

+

-dominant hand:

choose menu entry

metaphor: choice dial

non-dominant hand:

go up/down one level

metaphor: (un)fasten a screw

(9)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 9

Sketch of functionality

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 11

Paper Prototype

Useful for discussing the

concept

No technical restrictions ;-)

Close to the intended size

(12)
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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 13

First Functional Prototype

printed circuit boards

bluetooth connection

XML hierarchy descriptions

mechanics very bulky

(14)

Abstraction of conceptual design

Also includes display on front side

Also includes non-coaxial designs

German Patent in 2003

(15)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 15

Tuister: Current

prototype

(16)

Application Scenarios

Audio remote control

Actual form factor for

MP3-player

Control device for smart

homes

Control of industrial plants

• Dirty environments

• Manipulation with gloves

(17)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 17

Some more explicit

rules and strategies

…in addition to last week’s “heuristics” and “golden

rules”, and mostly for screen design

(18)

Some Dialogue Techniques

Handshaking

• Provide prompts if action is expected

• Wait for acknowledgement by the user

• Give feedback to user actions

Watchdogs

• Provide users with a sense that something is still going on

(progress bar, progress messages)

• Timeout if no user action occured in a while (online banking,

login screen)

Oracles

• Try to anticipate/guess/avoid input

• Use sensible defaults

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 19

Nonanthropomorphic Design

Concerns

• attributions of intelligence, autonomy, free will, etc can deceive,

confuse, and mislead users

• important to clarify differences between people and computers

Guidelines

• Avoid presenting computers as people.

• Design comprehensible, predictable, and controllable

interfaces.

• Provide user-centered overviews for orientation and closure.

• Do not use 'I' pronouns when the computer responds to human

actions.

(20)

Fitts’ Law (1954)

A systematic

relationship between

speed and accuracy.

Relationship is between

the amplitude of the

movement (A) and the

target width (W) and the

resultant average

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 21

Fitts’ Law:

ID = Log

2

2A/W (Index of Difficulty)

MT = c + f*ID (Movement Time)

• MT is linearly related to the ID

Movement Time = O(log Distance)

Movement Time = O(log (1/Size))

(22)

Implications of Fitts‘ Law:

Adjust size according to distance

• Small targets should be near

• Far targets should be large

Avoid long distances

• Where is the mouse/pen most often?

Avoid small targets

• Active areas as big as possible

OK

OK

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 23

Examples from

(24)

Display Design Principles

Elegance and Simplicity:

• unity, refinement and fitness

Scale, Contrast, and Proportion:

• clarity, harmony, activity, and restraint

Organization and Visual Structure:

• grouping, hierarchy, relationship, and balance

Module and Program:

• focus, flexibility, and consistent application

Image and Representation:

• immediacy, generality, cohesiveness, and characterization

Style:

(25)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 25

Global (screen) layout

Grid layout

Hierarchical layout

Balance of visual weight

Expected/Standard layouts

See also: Gestalt laws

ABC

ABC

ABC

ABC

ABC

ABC

Where am I?

What

Else

Is

There

To

see?

What

information

is here?

Input field Lines that are too short or too long disrupt the reading process. As the eye travels along overly long lines, negotiating the next line becomes difficult. Reading overly short lines creates choppy eye movements that tire

(26)

Local (dialog box) layout

Logical, chronological or alphabetical order

alignment of dates, choices etc.

Labels are helpful for all but frequent users.

Distinguish labels from data with case, boldfacing, etc.

Logical hierarchy

Spatial grouping

(27)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 27

The upper left corner principle

ABCD

ABCD

Most common light direction in

paintings, typography and UIs

Appears “right” because we

are used to it

(28)

Some typography rules

Choose classical, time-tested typefaces.

• consistency among characters, highly legible proportions.

• Examples: Arial,

Franklin Gothic,

Garamond,

Palatino,

Times New

Roman,

Univers.

Serif fonts for long texts, no Serifs in headings

Don‘t use too many different typefaces at a time.

• Only to create emphasis…

• or to separate one part of the text from another.

• When too many different typefaces are used, the reader is

unable to determine what is and what is not important.

(29)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 29

Some typography rules

For text type use most legible sizes.

• generally range from 8 to 12 points for text that is

read from an average distance of 12 to 14 inches

(30-35cm).

Don‘t use too many different type sizes and

weights at the same time.

• Some experts recommend using no more than two

sizes, one for display titles and one for text type.

(30)

Some typography rules

Use typefaces of medium width.

• Avoid typefaces that appear extremely wide or

narrow in width.

• Rather than distorting text by stretching or squeezing the

text width, use type families that include condensed and

extended faces that fall within accepted proportional norms.

Use appropriate line lengths.

• Lines that are too short or too long disrupt the

reading process. As the eye travels along overly

long lines, negotiating the next line becomes

difficult. Reading overly short lines creates

choppy eye movements that tire and annoy the

reader. When working with text type, a maximum

of about 70 charters (10 to 12 words) per line is

thought to be most acceptable.

Lines that are too

short or too long

disrupt the

reading process.

As the eye travels

along overly long

lines, negotiating

the next line

becomes difficult.

Reading overly

short lines creates

choppy eye

movements that

tire and annoy the

reader. When

working with text

type, a maximum

of about 70

charters (10 to 12

words) per line is

thought to be

most acceptable.

(31)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 31

Some typography rules

Use a flush left, ragged right type alignment.

• Although in special situations, other type alignments (flush right,

ragged left; centered, and justified) are acceptable, the tradeoff

is always a loss, however slight, in readability.

Strive for consistent, rhythmic rags.

• The purpose of effective rags is not only to achieve aesthetic

beauty, but to enable readers to move gently and effortlessly

down a text column. Effective rags consist of lines establishing

an informal but consistent pattern of line endings.

Clearly indicate paragraphs

• Don‘t upset the integrity and visual consistency of the text.

• The two most common ways of indicating paragraphs are by

(32)

Some typography rules

Avoid widows and orphans

• A single word or very short line

at the beginning or end of a

paragraph.

When working with type and color, ensure that sufficient

contrast exists between type and its background.

• Use quiet backgrounds

• Too little contrast in hue, value or saturation, or a combination of

these factors, can result in type that is difficult, if not impossible,

to read.

(33)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 33

Effects of Color

Soothe or strike the eye

Add accents to an uninteresting display

Facilitate subtle discriminations in complex displays

Emphasize the logical organization of information

Draw attention to warnings

(34)

Color Systems

RGB, HSV, CMYK, …

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 35

Color Circle according to Johannes

Itten (1961)

(36)

Cold and warm colors

bright

dark

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 37

(38)

Color

Sphere

according to

Philipp Otto

Runge

(1810)

(39)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 39

Constructing color chords

Regular or balanced

shapes in the color

circle

Also as regular

shapes within the

color sphere

(40)
(41)

20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 41

Color Contrasts (1-5)

Color-by-itself-

contrast

Bright-

dark-

Contrast

Cold-warm-contrast

Complementary contrast

(42)

Color Contrasts (6-7)

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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 43

(44)
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20. Februar 06 IfGi Universität Münster User Interface Design A. Krüger 45

(46)

Color Guidelines

Use color conservatively

Limit the number and amount of colors

Recognize the power of color to speed or slow

tasks

Design for monochrome first

Color can help in formatting

Be consistent in color coding

Be alert to common expectations about color codes

Use color changes to indicate status changes

Use color in graphic displays for greater information

density

References

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