User Interface Design and Prototyping Styles of User Interfaces Menu Selection The menu selection strategy of dialogue design presents a list of alternatives or options to the user.
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Prototyping
Introduction
The chapter will address the following questions:
Which features on available terminal and microcomputer displays can be used for effective user interface design?
What are the backgrounds and problems encountered by different types of terminal and microcomputer users?
How do you design and evaluate the human engineering in a user interface for a typical information system?
How do you apply appropriate user interface strategies to an
information system? How do you use a state transition diagram to plan and coordinate a user interface for an information system?
Trang 2 User interface design is the specification of a conversation
between the system user and the computer
This conversation generally results in either input or output possibly both
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Prototyping
Styles of User Interfaces
Menu Selection
The menu selection strategy of dialogue design presents a list of
alternatives or options to the user The system user selects the
desired alternative or option by keying in the number or letter that
is associated with that option
More sophisticated technology allows menu selection by touching the screen, or selecting menu options with a pen, mouse, cursor keys, or other pointing devices
Trang 4• The choices typically correspond to commands or properties that
the user can select or toggle
• The choices themselves are typically organized from left-to-right
on the basis of the frequency that a choice is selected
Menu bars are used to identify common and frequently used actions that take place in a wide variety of different windows that make up the application
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Styles of User Interfaces
Menu Selection
Menu Bars:
Menu bars advantages:
• Always being readily visible to the user
• Consistently located
• Easily selected via the keyboard or mouse
Menu bars disadvantages:
• Menu choices are organized for left-to-right scanning
– Studies have shown that users can more easily browse and
select from a list that is vertically arranged
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Menu Bar
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Prototyping
Styles of User Interfaces
Menu Selection
Pull-Down Menus:
Pull-down menus provide a vertical list of choices to the user
A pull-down menu is made available once the user selects a choice from a menu bar
The list of choices are typically organized from top-to-bottom according to the frequency in which they are chosen
One special type of pull-down menu is called a tear-off menu.
• With a tear-off menu, the user can select the menu and drag to
relocate it elsewhere on the screen
Trang 8 Pull-down menu advantages:
• Allows the designer to simplify a menu bar that may otherwise
contain too many choices
– Related set of choices are “grouped” into its own separate list.
• Pull-down menu items can be selected via the keyboard or mouse.
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Styles of User Interfaces
Pull-Down Menus:
Pull-down menu disadvantages:
• The user is not provided with a visual clue that suggests the menu
exists
• Pull-down menu may obstruct the user’s view of other areas of interest appearing within the body of the screen/window
• A choice appearing on a pull-down menu may result in yet another
list or menu of choices
– Choices which have a a right-pointing arrow next to the label result in a cascading menu.
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Pull-down Menu
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Dialogue Box
Trang 12 The cascading menu’s existence is suggested by the visual clue
of a right-pointing arrow appearing next to the higher-level menu choice
When requested, the menu list will appear to the immediate right (in some cases, to the left) of the selected choice from the higher-level menu
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Styles of User Interfaces
Menu Selection
Cascading Menus:
Cascading menu advantages:
• Cascading menus simplify higher-level menus into a smaller set of
related group of choices
• Vertical arrangement of the choices also makes scanning the
choices easier
Cascading menu disadvantages:
• Menu must be requested by the user
• User may have to traverse several levels of menus to locate and
select a desired option
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Cascading Menu
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Prototyping
Cascading Menu
Trang 16 A pop-up menu is requested by clicking the right mouse button.
Unlike pull-down and cascading menus, the pop-up menu’s appearance depends on where the pointer was located when the menu was requested
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Prototyping
Styles of User Interfaces
Menu Selection
Pop-up Menus:
Pop-up menu advantages:
• Provide a list of options that pertain to a specific object that the
user selected
– When the cursor is positioned over an object of interest and the
right mouse button is clicked, a pop-menu containing commands or properties pertaining to that object appears in the vicinity of the object
• Allows the user to obtain a list of actions without changing their
focus away from the object or work area on the screen.
Trang 18 Pop-up menu disadvantages:
• No visual clue that suggests their existence.
• Users must learn about the existence pop-up menus.
• May obstruct portions of the viewing area of interest to the user
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Prototyping
Trang 20 An iconic menu uses graphic representations for menu options.
• These types of menus are typically used to present the user with
options that pertain to special functions that can be performed within the application
Iconic menu advantages:
• Easy recognition of options.
– The use of graphic images helps the user to memorize and
recognize the functions available within an application
• The choice presented in the form of an icon also provide a
relatively larger selection target than the previously discussed menus
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Prototyping
Styles of User Interfaces
Menu Selection
Iconic Menus:
Iconic menu disadvantages:
• May be difficult to find or create meaningful graphic images.
• Not everything can easily be represented as a picture
• What is a readily identifiable and meaningful picture to one person
may not be to the next person.
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Prototyping
Iconic Menu
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Users must learn the syntax of the instruction set and this approach is suitable only for dedicated users
There are three types of syntax
• A form of Structured English can be defined as a set of
commands that control the system.
• A mnemonic syntax is built around meaningful abbreviations for
all commands.
Trang 24 There are three types of syntax (continued)
• Natural language syntax is when the system user enters
commands using natural English (either conversational or formal, written English).The system interprets these commands against a known syntax and requests clarification if it doesn't understand what the user wants As new interpretations become known, the system learns the system user's vocabulary by saving it for future reference.
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Prototyping
Styles of User Interfaces
Question-Answer Dialogues
Question-answer dialogue strategy is an style that was primarily
used supplement either menu driven or syntax-driven dialogues
This strategy involves the system asking the system user
questions
The simplest questions involve yes or no answers
This strategy requires that you make sure to consider all possible correct answers and deal with the actions to be taken if incorrect answers are entered
Question-answer dialogue is difficult because you must try to
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Icons can work in conjunction with one another
A pointing device can be used to drag the icon of a file folder (representing a named file) to a trash can icon — intuitively
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Prototyping
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A dedicated system user is one who will spend considerable
time using specific programs This user is likely to become more comfortable and familiar with the terminal or PC's operation
The casual system user may only use a specific program on an
occasional basis This user may never become truly comfortable with the terminal or the program
Trang 32 General Human Engineering Guidelines
Guideline 1: The system user should always be aware of what to
do next
Tell the user what the system expects right now
Tell the user that data has been entered correctly
Tell the user that data has not been entered correctly
Explain to the user the reason for a delay in processing
Tell the user that a task was completed or was not completed.
Guideline 2: The screen should always be formatted so that the
various types of information, instructions, and messages always appear in the same general display area
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Human Factors for User Interface
Design
General Human Engineering Guidelines
Guideline 3: Messages, instructions, or information should be
displayed long enough to allow the system user to read them
Guideline 4: Use display attributes sparingly
Guideline 5: Default values for fields and answers to be entered
by the user should be specified
Guideline 6: Anticipate the errors users might make.
Trang 34 Dialogue Tone and Terminology
The overall tone and terminology of a dialogue are important and the session should be user friendly
With respect to the tone of the dialogue, the following guidelines are offered:
Use simple, grammatically correct sentences
Don't be funny or cute!
Don't be condescending; that is, don't insult the intelligence of the system user
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Human Factors for User Interface
Design
Dialogue Tone and Terminology
With respect to the terminology used in the dialogue, the following guidelines are offered:
Don't use computer jargon.
Avoid most abbreviations
Use simple terms
Be consistent in your use of terminology
Trang 36 Dialogue Tone and Terminology
With respect to the terminology used in the dialogue, the following guidelines are offered: (continued)
Instructions should be carefully phrased, and appropriate action verbs should be used
• The following recommendations should prove helpful:
– Try SELECT instead of PICK when referring to a list of options
– Use TYPE, not ENTER, to request the user to input specific data
or instructions.
– Use PRESS, not HIT or DEPRESS, to refer to keyboard actions
– When referring to the cursor, use the term POSITION THE
CURSOR, not POINT THE CURSOR.
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Display Features That Affect User
Interface Design
Display Area
The size of the display area is critical to user interface design
For terminal displays, the two most common display areas are 25 (lines) by 80 (columns) and 25 by 132
For microcomputer and workstation display monitors, display size
Trang 38 Character Sets and Graphics
Every display uses a predefined character set
Most displays use the common ASCII character set
Some displays allow the programmer to supplement or replace the predefined character set
Most displays today offer graphics capabilities
Graphics capabilities must be supported by graphics controllers and software that allow the programmer to take advantage of the graphics capabilities
Graphics-based displays may support a virtually unlimited character set
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Display Features That Affect User
Interface Design
Paging and Scrolling
The manner in which the display area is shown to the user is
controlled by both the technical capabilities of the display and the software capabilities of the computer system
Paging displays a complete screen of characters at a time The
complete display area is known as a page (also called a screen
or frame) The page is replaced on demand by the next or previous page
Scrolling moves the displayed characters up or down, one line
at a time
Trang 40 Most displays in use today provide a wide variety of display
properties that may be manipulated to more effectively present data and information
Display properties are characteristics that change the way in
which a character or group of characters is displayed on a screen
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Display Features That Affect User
Interface Design
Split-Screen and Windowing Capabilities
Split-screen capability is a variation on the windows concept
The display screen, under software control, can be divided into different areas (called windows)
Each window can act independently of the other windows, using features such as paging, scrolling, display attributes, and color
Each window can be defined to serve a different purpose
Windows can be resized, moved, and hidden or recalled on user demand
Trang 42 Keyboards and Function Keys
Most modern terminals and monitors are integrated with
keyboards
The number of keys and their layout may vary, but most keyboards contain special keys called function keys
• Function keys (usually labeled F1, F2, and so on) can be used to
implement certain common, repetitive operations in a user interface (for example, START, HELP, PAGE UP, PAGE DOWN, EXIT) These keys can be programmed to perform common
functions.
Function keys should be used consistently
• A system's programs should consistently use the same function
keys for the same purposes.
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The most common pointer is the mouse
• A mouse is a small hand-sized device that sits on a flat surface
near the terminal It has a small roller ball on the underside As you move the mouse on the flat surface, it causes the pointer to move across the screen Buttons on the mouse allow you to select objects or commands to which the cursor has been moved
Alternatives include trackballs, pens, and trackpoints.
Trang 44 Step 1: Chart the Dialogue
A state transition diagram is used to depict the sequence and
variations of screens that can occur when the system user sits at
the terminal (PC or workstation)
Rectangles are used to represent display screens
The arrows represent the flow of control and triggering event causing the screen to become active or receive focus
The rectangles only describe what can appear during the dialogue
The direction of the arrows indicate the order in which these screens occur
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1
1 1
2
3 4
Trang 46 Many screens may have to be designed and prototyped.
Some screens were identified for the purpose of bringing together the application and its input and output screens.
Some screens were identified for the purpose to provide the user some flexibility with customizing the application’s interaction to suit their own preferences
Other screens may have been identified to deal with system controls such as backup and recovery.
It is through studying the entire collection of screens that you may discover the need to make revisions to some screens.
It is likely that such issues as color, naming consistencies of common buttons and menu options, and other look-and-feel conflicts may need
to be resolved