1. Introduction
Video Lecture by Tandy Trower: Microsoft Corporation
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Developing user-centered design attitude
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Basic design principles
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Design methodologies
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Basic design guidelines
User-centered design attitude
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UI Design is hard work
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No magic formula
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An evolutionary process
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Focus on users and their tasks
Understanding how we are wired
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Like to feel in control
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Better at recognition than recall
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Remember grouped things better
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Learn by doing
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Rely on previous experiences
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Different in how we learn
Seven deadly temptations
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Design for technology rather than for the user
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Cool or sexy design
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Logical vs. visual design
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User input as right or wrong
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Featurism or over-extended basics
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Fix problems in documentation
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Fix problems in next release
Basic design principles
User control:
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All actions initiated by the user
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Minimize modal interaction
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Personalization/customization
Directness:
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Support direct manipulation
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Make representation visible
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Use familiar metaphors
Consistency:
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Internal consistency
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External consistency
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Consistency with metaphor and conceptual model
Simplicity:
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KISS
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Simple things simple
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Progressive disclosure
Forgiveness
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Support discovery
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Warn about potential data loss
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Make actions reversible or recoverable
Feedback:
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Immediate cues
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Visual or auditory
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Appropriate for the task
Visual integrity:
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Visual cues
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Graphical elements function intuitively
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Use an expert
Design methodology
The design team
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Development
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Visual design
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Writing
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Human factors
Design
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Know your users
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Define conceptual models, metaphors
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Write up the design
The design cycle
Prototype:
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Pencil and paper, storyboard, animation, operational software
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Communicates the design
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Early, low-cost user input
Test:
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Use participants that represent target audience
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Focus on tasks rather that features
Iterate
Usability assessment
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Test early and often
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Test all aspects
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Iterate tests with small samples
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Pilot tests
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Appropriate settings and preparations
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Record the sessions
Basic design guidelines
Starting up
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Establish presence quickly
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Display identifying window
Secondary windows
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Clearly identify purpose
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Layout follows reading conventions
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Group associated controls
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Use the appropriate controls
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Avoid deep hierarchies
Toolbars - toolboxes
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Limit to frequent operations
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Optional or configurable
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Use for shortcut access
Visual design: color
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Attractive properties
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Associative properties
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Subjective properties
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Use as an additive quality
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Design in black and white first
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Use a limited set of colors
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Use appropriate combinations
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Provide for user preferences
Visual design: fonts
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Organize information
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Creare a mood
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Importance by size and weight
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Make legible - readable
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Avoid decorative fonts at low resolution
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Limit fonts and styles
Visual design: graphics
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Define purpose
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Use symbolic reference
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Be simple and distinct
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Be consistent
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Consider cultural implications