CIS 375 SOFTWARE ENGINEERING

UNIVERSITY OF MICHIGAN-DEARBORN

DR. BRUCE MAXIM, INSTRUCTOR

Date: 11/3/97

Week 9

APPROACHES TO USER INTERFACE DESIGN:

  1. Human Factors (prototype & test).
  2. Cognitive theory (user interaction modeled as a production system).
  3. Engineering Models:
  • (Often a "simulation of processes")
    1. Keystroke - level model (KLM).
    2. Goms model.
  • KLM

    1. Choose one or more representative task scenarios.
    2. Have the design specified to the point that keystroke level action can be listed.
    3. List the operations.
    4. Insert mental operations (where the user stops to think).
    5. Look up the standard execution times for the operations (including metals)
    6. Calculate the sum of all of the execution times.
    7. The total is the estimated time for all the tasks (the sum).

    STANDARD EXECUTION TIMES:

  • K - Keystroke :
  • Worst = 1.2 sec.
  • Average skilled typist = .20 - .28 sec.
  • P - point with mouse:
  • .8 to 1.5 sec. (avg. = 1.1 sec.)
  • B - mouse button press
  • .1 sec.
  • BB - double click:
  • .2 sec.
  • H - home hand to mouse or keyboard
  • .4 sec.
  • M - mental act of thinking
  • .6 to 1.35 sec.
  • (use 1.2 sec.)
  • EXAMPLE: ADDING A DELETE COMMAND TO THE MAC FINDER

  • (Current: delete file by dragging it to the trash icon)
  • INSERTING MENTAL OPERATIONS:

  • Where does user stop & think?
  • {It is more important that you get the number of mentals right and their placement correct than the exact time taken}
  • COMMON PLACEMENT OF "MENTALS"

    1. Initiating a process.
    2. Making strategic decisions.
    3. Retrieving a chunk of memory (the user's)
    4. Finding something on the screen.
    5. Verifying intended action is complete.

    GOMS MODEL:

  • {Goals Operators Methods Selection rules}
  • BENEFITS OF GOMS MODEL:

    1. Shows what the user must learn.
    2. Shows what the user must do.

    CAN COMPARE SYSTEMS BASED ON:

    1. The number of methods required to handle task goals.
    2. The length of methods.
    3. The types of operations.

    USER GOALS:

  • Delete a file.
  • Move a file.
  • Delete a directory.
  • Move a directory.
  • FOR EACH SYSTEM FIGURE OUT:

  • File manipulation methods.
  • General sub methods.
  • MAC:

    GENERALIZED METHODS:

    SUB METHOD:

    Date: 11/5/97

    Week 9

    EIGHT GOLDEN RULES OF DIALOG DESIGN:

    1. Strive for consistency.
    2. Shortcuts for frequent users.
    3. Design dialogs to yield closure.
    4. Offer informative feedback.
    5. Offer simple error handling.
    6. Permit easy reversal of actions.
    7. Support internal focus of control.
    8. Reduce the short term memory load. (7 2)

    DATA DISPLAY GUIDELINES:

    1. Consistency of display
    2. Efficient assimilation of information by user.
    3. Minimize the user's memory load.
    4. Compatibility between data entry and display screens.
    5. Flexibility of user control.

    OPERATOR ATTENTION:

    1. Intensity (2 levels only).
    2. Marking.
    3. Fonts (3 or less).
    4. Inverse video.
    5. Blinking 2 to 4 Hz range.
    6. Color - up to 4.
    7. Color blinking.
    8. Audio.

    USER INTERFACE STYLES:

    1. Menus.
    2. Forms.
    3. Command language.
    4. Direct manipulation.

    MENUS:

    1. Single menu.
    2. Linear sequences.
    3. Tree structured.
    4. Acyclic networks.
    5. Cyclic network

    DISPLAYS:

    1. Text (single key).
    2. Text (pointing device).
    3. Icon (pointing device).
    4. Radio buttons.
    5. Check boxes.
    6. Pull down / pop up menus.
    7. Permanent (command bars).

    Step1: search screen for word/icon matching part of task description.

    Step2: decide

    if match then

    choose menu item

    else

    go to appropriate space in menu structure

    Step3: if all tasks accomplished then

    return with goal accomplished

    Step4: Go to Step1

    GENERAL GUIDES:

    1. Shallow - wide menus preferred (over tall deep ones).
    2. User should have asses to all relevant items without referencing a manual.
    3. Logical item presentation sequences - alphabetic, numeric, etc.
    4. Icons are harder to recognize than words during visual search.
    5. Avoid screen clutter.
    6. Don't assume user will notice queues like color or borders.

    EASY SELECTION:

    1. Key presses for frequent users.
    2. Ensure consistent navigation and selection.
    3. Watch for Fitt's law considerations.

    FORM FILL-IN:

    1. Step1: search screen for next field to fill in.
    2. Step2: move cursor to next field.
    3. Step3: figure out what to type and type it in.
    4. Step4: decide:
    5. if all fields are correct then
    6. indicate finished
    7. return with goal accomplished
    8. else
    9. move cursor to incorrect field & change field
    10. Step5: go back to Step1.

    GENERAL ADVICE:

    1. Copy an existing paper form,
    2. Don't force entry order.
    3. Provide on screen navigation instructions.
    4. Good graphic layout.
    5. Describe special entry formats.
    6. Apply validity checks with feedback.