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Arts and Humanities
EX2 Ch 11 Human-Computer Interaction
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Terms in this set (24)
System Interfaces
are machine-machine and are dealt with as part of systems integration
User Interfaces
are human-computer and are the focus of this chapter
Navigation, Reports/Forms, & Status Area
3 general layout areas
Content Awareness
Applies to the interface in general, to each screen, to each area on a screen and to sub-areas as well
Include titles on all interfaces
Menus should show where the user is and how the user got there
All areas should be well defined, logically grouped together and easily discernible visually
Aesthetics
Interfaces should be functional, inviting to use, and pleasing to the eye
Simple minimalist designs are generally better
White space is important to provide separation
Acceptable information density is proportional to the user's expertise
Consistency
Extremely important concept in making the system simple
It allows the users to predict what is going to happen
All parts of the system work in the same way
Users learn how one portion works and immediately apply it to others
Key areas of X are
Navigation controls
Terminology—use the same descriptors on forms & reports
Minimal User Effort
Interfaces should be designed to minimize the effort needed to accomplish tasks
A common rule is the three-clicks rule
Users should be able to go from main menu of a system to the information they want in no more than three mouse clicks
Use Scenario Development
X outline the steps performed by users to accomplish some part of their work
A X is one path through an essential use case
Presented in a simple narrative description
Document the most common cases so interface designs will be easy to use for those situations
Windows Navigation Diagrams
**Like a state diagram for the user interface
Boxes represent components
Window
Form
Report
Button
Arrows represent transitions
Single arrow indicates no return to the calling state
Double arrow represents a required return
Stereotypes show interface type
Interface standards
are basic design elements found across the system user interface
Storyboard
hand drawn pictures of what the screens will look like
Windows layout diagram:
a computer generated storyboard that more closely resembles the actual interface
HTML prototype
web pages linked with hypertext
Language prototype
more sophisticated than HTML
Built in the programming language with no real functionality
User does not have to guess about the final appearance of the screen
Heuristic evaluation
compare the design to known principles or rules of thumb
Walkthrough evaluation
design team presents prototype to the users & explains how it works
Interactive evaluation
the users work with the prototype with a project team member
Formal Usability Testing
performed in labs with users on a language prototype
Common Sense Approach to User Interface Design
Users should not have to think about how to navigate the user interface
The number of clicks should relate to the complexity of the task and should be unambiguous
Minimize the number of words on the screen
Input Validation
Data should be checked prior to entry to ensure accuracy
Do not accept invalid data (e.g., input text when a number is required)
Checks:
Completeness
Format (e.g. MM/DD/YYYY)
Range (e.g. a number falls within a minimum and maximum value)
Check sum digit—reduces errors in entering numbers
Consistency—data are related
Database check—does not violate entity or referential integrity
Turnaround documents
outputs turn around and become inputs
Operational Requirements (NF)
choice of hardware and software platforms
Technologies that can be used (e.g. GUI, 2 or 3 button mouse)
F or NF requirement
System Interfaces
are machine-machine and are dealt with as part of systems integration
User Interfaces
...
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