DESIGN PRINCIPLES
Chapters 3
Interaction Design Concepts
i. Design principles
ii. Principle from experience :
1. Affordance
2. Signifier
3. Constraints
4. Mapping
5. Transfer Effects
6. Visibility
7. Feedback
8. Consistency
9. Metaphor
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FOUR PSYCHOLOGICAL PRINCIPLES
1. Users See What They Expect to See
2. Users Have Difficulty Focusing on More than
One Activity at a Time
3. It Is Easier to Perceive a Structured Layout
4. It Is Easier to Recognize Something than to
Recall It
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PRINCIPLE 1
User’s confusions with the UI:
exploiting
see what they want to see prior knowledge
people don’t read consistency
Lora Aroyo, Web & Media Group 5
Human-Computer Interaction Course 2014: Lecture 3
PRINCIPLE 2
Users Have Difficulty Focusing on More Than
One Activity at a Time
– The Cocktail Party Effect
• Principle of Perceptual Organization
– Group alike things together
• Principle of Importance
– Prominent display
for important items
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PRINCIPLE 3
It Is Easier to Perceive a Structured Layout
• Law of proximity
• Law of similarity
• Law of closure
• Law of continuity
• Law of symmetry
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Human-Computer Interaction Course 2014: Lecture 3
PRINCIPLE 4
It Is Easier to Recognize Something Than to
Recall It
• Principle of recognition
• Knowledge in the head & Knowledge in the
world
Lora Aroyo, Web & Media Group 8
PRINCIPLES FROM EXPERIENCE:
1. AFFORDANCE
The Principle of Affordance:
– It Should Be Obvious How a Control IsUsed
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Human-Computer Interaction Course 2014: Lecture 3
1. AFFORDANCES
• The perceived and actual fundamental properties of the
object that determine how it could possibly be used
(Gibson 1977)
• Some affordances are obvious, some learned
• Have suggestions or clues about to how to use these
properties
• Can be dependent on the
– Experience
– Knowledge
– Culture of the actor
• Can make an action easy or difficult
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AFFORDANCES OF A TEAPOT?
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AFFORDANCES IN SCREEN-BASED UI
In graphical, screen-based interfaces:
a) Designer Has Control Over Perceived Affordances
a) Display Screen
b) Pointing Device
c) Selection Buttons
d) Keyboard
b) Afford Touching
c) Pointing
d) Looking
e) Clicking On Every Pixel Of The Display
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2. SIGNIFIERS
3. CONSTRAINTS
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4. MAPPING
• Relationships between controls and their results
• For devices, appliances
– natural mappings use constraints and correspondences in the
physical world
• Controls on a stove
• Controls on a car
– Radio volume
» Knob goes left to right to control volume
» Should also go in and out for front to rear speakers
• For computer UI design
– mapping between controls and their actions on the computer
• Controls on a digital watch
• Controls on a word processor program
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5. TRANSFER EFFECTS
People transfer their expectations from familiar
objects to similar new ones
– positive transfer: previous experience applies to new
situation
– negative transfer: previous experience conflicts with
new situation
6. VISIBILITY
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7. FEEDBACK
The Principle of Feedback:
– It Should Be Obvious When a Control Has Been Used
Lora Aroyo, Web & Media Group 20
Feedback and Explanations
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FROM BAD TO
BETTER
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FEEDBACK
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8. CONSISTENCY
Uniformity in appearance, placement, and behavior
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STRUCTURE & CONSISTENCY
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Human-Computer Interaction Course 2014: Lecture 3
8. CULTURAL ASSOCIATIONS
• Groups of people learn idioms
– red = danger, green = go
• But these differ in different places
– Light switches
• America: down is off
• Britain: down is on
– Faucets
• America: counter-clockwise is on
• Britain: counter-clockwise is off
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9. METAPHORS
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METAPHORS
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WHAT’S WRONG?
Mapping – we’d
expect to go
off, low, high
Feedback – when
lamp is on, hard to tell
from switch position
whether it’s
in low or high mode
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WHAT’S WRONG?
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WHAT’S WRONG?
CONSISTENCY: Different procedure for setting different
intervals of time.
FEEDBACK: When timer is at a time under 15 minutes, hard
to tell if it’s actually on or not (silent failure).
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DESIGN KNOWLEDGE
• Design Principles
– First Principles of InteractiveDesign
– http://www.asktog.com/basics/firstPrinciples.html
• Design Rules
– 8 Golden Rules
– http://www.usask.ca/education/coursework/skaalid/theory/
interface.htm
Human-Computer Interaction Course 2014: Lecture 3
STANDARDS
• ISO 9241: Ergonomic requirements for office work with
visual display terminals (VDTs)
– defines usability as effectiveness, efficiency and satisfaction with
which users accomplish tasks
• ISO 14915: Software ergonomics for multimedia user
interfaces
– guidelines for design of multimedia interfaces
• ISO 13407: Human-centered design processes for
interactive systems
– management guidance through the development life-cycle
• ISO/CD 20282: Ease of operation of everyday products
– four-part standard to ensure products can be used as consumers
expect them to
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PRESENTATION 2
• Provide FOUR (4) specific examples of each of the
following concepts discussed in the class. Example :
affordance, signifier, mapping, feedback, etc.
• These concepts could include software applications.
You can use the same item to illustrate one or more of
the four concepts mentioned above. Provide
snapshot(s) or sketch(es) of the item(s) used.
• Present your findings in the class.