HCI-Sem1-202021-LU4-Part 1
HCI-Sem1-202021-LU4-Part 1
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Design guidance
When carrying out user interface design, specific and specialized knowledge are required
This knowledge comes in the form of design guidance
Design guidance is used to provide direction, help and information during the design
process
AKA “to inform design”
Design guidance are obtained from theory-based knowledge, experience and common
sense, and are contributed by researchers and practitioners
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Design principles
Design principles are abstract, high-level guides for design
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Design principles
Design principle: Visibility
E.g. controls of a car
Controls for different
operations are clearly visible
(indicators, headlights, horn,
hazard warning lights)
What can be done by the
controls is indicated
The relationship between the
way the controls are positioned
in the car and what they do
makes it easy for the driver to
find the appropriate control for
the task at hand
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Design principles
Design principle: Visibility
E.g. user wants to browse a shopping site
Can the user see how to do it?
Are the controls for browsing the site obvious?
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Design principles
Design principle: Feedback
The principle of making it clear to the user what action has been taken
and what has been accomplished upon the use of a control
Providing feedback allows the user to continue with the activity
It should be obvious when a control has been used
Types of feedback: audio, tactile, verbal, visual, combinations of these
Never leave the user guessing about what action they have taken and the
consequence of doing so
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Design principles
Design principle: Feedback
E.g. watching TV
Press the on button -> button is pressed down & bounced back, indicator light
turned from red to green, TV is then switched on to show the channel
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Design principles
Design principle: Feedback
E.g.
Password strength indicator Spinning wheel while loading Upload progress indicator
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Design principles
Design principle: Affordance
Affordance refers to an attribute of an object that allows users to know
how to use it
Affordance helps to give clues on how to use it
When objects have strong affordances, it is very clear how to use
it/interact with it
It should be obvious how they should be used
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Design principles
Design principle: Affordance
E.g. door handle
Push? Pull? Turn the knob?
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Design principles
Design principle: Affordance
E.g.
Hyperlinks
Colour changes (not clicked
vs clicked)
www.unimas.my Slider – move left/right
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Design principles
Design principle: Consistency
E.g. Microsoft Office Suite has the same consistent appearance for its
products – Word, Excel, PowerPoint, etc.
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Design principles
Design principle: Consistency
E.g.
Minimize,
Mouse button functions maximize/restore down,
close buttons for Windows
& Mac OS
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Design principles
Design principle: Constraints
Constraints are limits on the interface or interaction
Involves restricting the kinds of user interaction at that can take place at
a given moment
Constraints are placed to prevent user from selecting incorrect options,
reduce the chances of making mistakes, or waste user’s time in doing a
task
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Design principles
Design principle: Constraints
E.g. menu option or buttons that are shaded gray to show unavailable or
deactivated options
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Design principles
Design principle: Constraints
E.g. required fields in forms – prevent users from submitting incomplete
forms
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Design principles
Design principles from experts:
Activity: can you spot the similarities between the 3 sets of principles?
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Design principles
Example: Adobe Photoshop (a
graphics editor software) has a well-
designed UI with Nielsen’s 10
Heuristics incorporated in it
Refer here https://
www.interaction-design.org/literatu
re/article/user-interface-design-gui
delines-10-rules-of-thumb
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Design guidelines
Design guidelines are recommendations on how to apply design principles
Low-level and more specific than design principles
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Design guidelines
Two design guidelines will be discussed in this unit:
Mobile
Wearables
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Design guidelines
Design guidelines for mobile
Prioritize features
Reduce clutter
Make the navigation simple Further reading:
Finger-friendly tap-targets A Comprehensive Guide To Mobile
App Design
Consider thumb-friendly zones https://www.smashingmagazine.com
/2018/02/comprehensive-guide-to-m
Design for interruption obile-app-design/
Break tasks into bite-sized chunks
Avoid using jargons
Make the app fast and responsive
Provide feedback on interactions
Example: Lyft
Users can see
drivers that are
nearby and the
cost up front
makes it easier
for users to order
a ride
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Design guidelines
Design guidelines for mobile: reduce clutter
Don’t overload user with too much information – there is limited screen space
Every added button, image, icon makes the screen complicated
Keep content to a minimum – present only what the user need to know
Keep interface elements to a minimum
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Design guidelines
Design guidelines for mobile: make the navigation simple
Help users navigate and explore the app intuitively
Use standard navigation patterns
Basic navigation patterns:
Hamburger menu
Tab bar
Floating action button
Priority+ Pattern
Full screen navigation
Tips for using Navigation Patterns:
https://www.smashingmagazine.com/2017/05/basic-patterns-mobile-navigation/
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Design guidelines
Design guidelines for mobile: make the navigation simple
Hamburger menu (also known as side drawer/navigation drawer)
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Design guidelines
Design guidelines for mobile: make the navigation simple
Tab bar – usually contains a few destinations that are of similar
importance and require direct access from anywhere in the app
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Design guidelines
Design guidelines for mobile: make the navigation simple
Floating action button – a circle icon “floating” above the UI
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Design guidelines
Design guidelines for mobile: make the navigation simple
Priority+ Pattern – expose only what’s most important & hide away less important using a “more” button
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Design guidelines
Design guidelines for mobile: make the navigation simple
Full screen navigation – users incrementally tap/swipe to reveal additional
menu options as they scroll up and down
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Design guidelines
Design guidelines for mobile: finger-friendly tap-targets
Provide controls that measure at least 7-11mm so they can be accurately
tapped with a finger
Make sure there is enough amount of spacing between tap targets (not too
close to each other)
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Design guidelines
Design guidelines for mobile: consider
thumb-friendly zone
Consider the way users hold the mobile
device
The natural thumb zone (the most
comfortable area for touch with one-
handed use) varies based on the dominant
hand and whether both hands are used
The green zone is the best place for
navigation options and frequent interactive
actions (e.g. call-to-action buttons)
The red zone is the best place for potential
danger options (e.g. Delete, Cancel)
Larger devices will be more difficult for
users – they cannot easily reach the top of
the screen
Further reading: Does Your Mobile Site Pass the Thumb Zone Test?
https://www.practicalecommerce.com/mobile-site-pass-thumb-zone-test HCI-Sem1-2020/21 34
Design guidelines
Design guidelines for mobile: design for
interruption
Users live in a world of interruption, so it is
critical to make it easy for users to re-engage
with an app when they return to it after the
interruption
When the interruption happens, save the current
state (context) and allow users to continue
where they left off
Users can be frustrated when an app forgets
their current progress as soon as they close it
Example: Twitter’s “in case you missed it”, “X
new tweets”, filled forms
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Design guidelines
Design guidelines for mobile: break tasks into bite-sized chunks
Divide tasks that have a lot of steps and actions into a number of subtasks
Show what is the next step
E.g. checkout task in ecommerce app
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Design guidelines
Design guidelines for mobile: avoid using
jargons
Use familiar words and phrases for clear
communication
Use what you know about your users to
determine whether the words or phrases are
appropriate
Unknown words/phrases will increase
cognitive load
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Design guidelines
Design guidelines for mobile: make the app fast and
responsive
Loading and response time is extremely important
Majority of users expect a page to load in 2 seconds or less
The faster the app, the better the experience will be
Speed is a priority when building a mobile app
However, there will be something that takes time to process
If it is not possible to shorten the waiting time, make the
wait pleasant
Use progress indicators (e.g. loading spinners, percent-done
indicators)
Offer a distraction e.g. an animated waiting indicator (something
fun or cute)
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Design guidelines
Design guidelines for mobile: provide feedback on interactions
Feedback acknowledges users’ actions and helps users understand
the result of what they did – helps people to know what the app is
doing now
Lack of feedback can make users question whether the app has
processed the action – eliminate this guesswork by providing
feedback
A blank/static screen after a user does an action can make it
seem like the app is frozen (which can confuse/frustrate user)
Feedback can be visual or tactile
Examples:
Progress indicators (refer previous slides)
Highlight interactive element briefly when tapped
Device vibration
Messages (e.g. errors, complete, unsuccessful etc.)
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Design guidelines
Designing for wearables (computing
devices that can be worn on the body) has
a different set of challenges
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Design guidelines
Design guidelines for wearables
Design for glanceability
Design for context
Design lightweight interaction
Keep it simple
Design a clear minimalistic interface
Minimize interruption
Opt for more privacy
Leverage non-visual UI
Interaction with other devices
Design for offline usage
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Design guidelines
Design guidelines for wearables: design for glanceability
Display only the most critical content that the user can consume in less
than 5 seconds
Users must be able to consume the content in a glance
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Design guidelines
Design guidelines for wearables: design for context
Use the context to provide specific content at a glance
Wearables are smart devices with built-in sensors that can determine the
user’s current context
e.g. fall detection, summary of user’s movement in a day
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Design guidelines
Design guidelines for wearables: design lightweight interaction
User interaction session should be less than 10 seconds
Show only what is essential for a user to complete a task
E.g. offer pre-defined responses for users to reply a text, not a text input
form (like in mobile phones)
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Design guidelines
Design guidelines for wearables: keep it simple
Design the task in a way that user should be able to do and see just one
task at a time
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Design guidelines
Design guidelines for wearables: minimize interruption
Reduce number of notifications – only the most important ones
Make sure information in the notification is valuable – push relevant
information at the right point of time
Allow user to customize the timing and type of notifications they want to
receive
Notifications can be in the form of vibration or screen glow
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Design guidelines
Design guidelines for wearables: opt for more privacy
Always opt for more privacy – wearables can display extremely personal
information (e.g. private conversations, health data)
Display contents according to which way the device is facing
Inward: allow more personal content to be displayed
Outward: default to a blank screen
For notifications: vibrate first, display second
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Design guidelines
Design guidelines for wearables: leverage non-
visual UI
Utilize touch, sound and vibrational
communication
Consider voice input as alternative to using text or
buttons
Notify users with sounds and vibrations
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Design guidelines
Design guidelines for wearables: interaction
with other devices
Integrate the wearable with existing devices
(smartphone/PC) in the user’s digital
ecosystem
Users can sync the wearable and other devices
E.g. smartwatch is used to collect data, then
review and analysis of the data collected is
done on a smartphone
Apple Watch and Health data on iPhone
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Design guidelines
Design guidelines for wearables:
design for offline usage
Wearables may and will
experience connectivity
problems
Provide core functionalities in
offline mode
If it is not possible, then explain
to user what is happening
E.g. Apple Watch can’t load the
map because no Internet
connection and it informs the
user what is happening
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Design guidelines
Design guidelines from industry leaders:
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Design guidelines
Design guidelines for iOS (deployed on iPhone and iPad)
https://developer.apple.com/design/human-interface-guidelines/ios/overview/themes/
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User interface standards
Standards are specific design rules set by organizations/bodies to ensure compliance
Sometimes also called design rules
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User interface standards
Standards by international organizations/bodies are developed to reflect agreements among
national member organizations/member countries
Standards by government agencies and military are developed for use on systems used by the
government agencies and military
Standards by commerce and industry are style guides for products to run on specific platforms
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User interface standards
ISO standards for HCI
ISO stands for International Organisation for Standardization, the organization
responsible to develop and publish international standards in many fields
Standards for computing systems
ISO 9241: Ergonomics of human-system interaction*
ISO 14915: Software ergonomics for multimedia user interfaces
ISO 20282: Ease of operations of everyday products
There are more – refer https://www.iso.org/home.html
ISO 9241 is the most elaborate and have multiple parts; each parts has its own
number
E.g. ISO 9241-110:2020 Ergonomics of human-system interaction — Part 110:
Interaction principles, ISO/TR 9241-810:2020 Ergonomics of human-system
interaction — Part 810: Robotic, intelligent and autonomous systems
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Design guidelines vs. principles vs. standards
The differences:
Design
Design
principles
guidance
User
Design
interface
guidelines
standards
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