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The Human Computer Interface Week4 Lecture
2025-10-21
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Prototypes, Design Principles, Usability Testing#

This Week#

  • Prototyping
  • Design Principles
  • Style guide
  • Gulfs of evaluation and execution
  • Usability Testing

Prototyping#

Types of Prototyping and processes#

  1. Low-Fidelity Prototypes (Lo-Fi)
  2. Mid-Fidelity Prototypes
  3. High-Fidelity Prototypes (Hi-Fi)

1. Low-Fidelity Prototypes (Lo-Fi)#

These are simple, rough representations of a design concept. They help in exploring ideas quickly without focusing on visuals or details.
Examples:

  • Paper sketches or wireframes Purpose:
  • Visualize structure and layout
  • Explore multiple ideas quickly
  • Gather early feedback on flow and usability
  • Quick and cheap
  • Saves implementation time

2. Mid-Fidelity Prototypes#

These add more detail and structure than low-fidelity ones but are still not fully polished.
Characteristics:

  • Basic UI elements (buttons, menus, icons)
  • Partial content and limited colors
  • Some interactivity (clickable navigation) Tools:
  • Figma, Adobe XD, Sketch, Axure Purpose:
  • Refine navigation flow
  • Test functionality and layout clarity
  • Communicate design direction to stakeholders

3. High-Fidelity Prototypes (Hi-Fi)#

These are close to the final product in terms of visuals, interaction, and user experience. Characteristics:

  • Real images, icons, fonts, and colors
  • Interactive animations and transitions
  • Functional components mimicking real app behavior Tools:
  • Figma, Adobe XD, InVision, ProtoPie, Framer Purpose:
  • Conduct realistic usability testing
  • Get stakeholder approval
  • Serve as a reference for developers

The Guide Method#

Guidelines for interface design#

ways to present general interface design guidelines

General guidelines for interface design is a crucial part of communicating standards that ensure usability, consistency, and accessibility across digital products.

General guidelines for interface design#

  1. Design Principles Document This is a written set of high-level rules that guide design decisions across projects.
  2. Design System / Style Guide A design system or style guide is a comprehensive visual and functional library that defines how UI elements should look and behave.
  3. Heuristic Checklists Heuristic checklists are evaluation tools based on established usability principles (like Nielsen’s 10 heuristics
  4. Storyboards and Personas These visual storytelling tools communicate design guidelines through user scenarios.
  5. Interactive Prototypes and Demonstrations Instead of static documents, guidelines can be shown in action through prototypes.
  6. Training Workshops and Presentations Sometimes, guidelines are best introduced through live sessions or team workshops.

There are several ways of presenting general guidelines for interface design. We will have a look at two:

Shneiderman's Guidelines (Shneiderman, 1999)
Microsoft Windows Style Guidelines.

Shneiderman’s Guidelines#

Ben Shneiderman, a leading expert in (HCI), developed a set of principles to guide designers in creating user-friendly, efficient, and error-tolerant interfaces.
key principles- form the foundation for effective interface design

  • Know Thy User,
  • Follow the Eight Golden Rules,
  • Prevent Errors

Principle 1: “Know Thy User”#

  • Designers must have a deep understanding of their users — their goals, abilities, limitations, preferences, and working environments. Knowing your user helps ensure the system is intuitive, accessible, and aligned with real user needs.
  • Conduct user research (interviews, surveys, observations).
  • Create user personas and user journey maps to understand motivations and pain points.
  • Design with empathy — consider different user skill levels, including beginners, intermediates, and experts.
  • Provide customization or flexibility (e.g., shortcut keys for expert users, guided tutorials for novices).

Principle 2: Follow the Eight Golden Rules#

Classic set of usability heuristics that guide the structure and behavior of interactive systems.

  1. Strive for consistency Use consistent terminology, layout, colors, and behavior throughout the interface.
  2. Enable frequent users to use shortcuts Allow experienced users to work faster with keyboard shortcuts or command customization.
  3. Offer informative feedback The system should always keep users informed about what’s going on (e.g., “File uploaded successfully”).
  4. Design dialogs to yield closure Organize interactions into clear sequences with a beginning, middle, and end (e.g., confirmation messages after completing a task).
  5. Offer simple error handling Design the interface to prevent errors when possible and provide clear instructions to recover when they occur.
  6. Permit easy reversal of actions Support undo, redo, or back functions so users can explore without fear.
  7. Support internal locus of control Let users feel in control of the system — avoid unexpected actions or interruptions.
  8. Reduce short-term memory load Keep information visible and minimize the need to remember data between screens or steps.

Principle 3: Prevent Errors#

A well-designed interface should minimize the possibility of user errors and help users recover gracefully if mistakes occur. Error prevention is more effective than error correction.
Application in UX/UI Design:

  • Use constraints to prevent invalid inputs (e.g., date pickers, drop-down lists).
  • Provide real-time validation (e.g., “Password must include at least 8 characters”).
  • Use confirmation dialogs for critical actions (e.g., deleting files).
  • Highlight potential mistakes before they happen (e.g., warning icons or tooltips).
  • Design clear error messages that explain what went wrong and how to fix it.

Microsoft Windows Style Guidelines#

  • Clarity and Affordance Buttons and interactive elements should clearly appear clickable or tappable.
  • Navigation Use a clear, consistent, and easy-to-follow menu structure.
  • Commands and Actions Label buttons with clear action verbs (e.g., Save, Submit, Cancel).
  • Layout and Alignment Align icons, buttons, and text to maintain a clean, balanced interface.
  • Typography Use legible fonts (e.g., Arial, Segoe UI) for comfortable on-screen reading.
  • Color and Contrast Apply colors purposefully
  • Feedback Provide clear responses to user actions (e.g., confirmation after submitting a form).
  • Responsiveness Ensure quick and smooth reactions to user inputs without noticeable delay.
  • Accessibility Design interfaces usable by all, including users with disabilities

Application Style Guide#

  • An application style guide is a set of rules that defines how a user interface (UI) should look and behave. It helps ensure that all parts of an application have a consistent design and user experience.
    • Defines a standard interface style
    • Focuses on the surface (appearance)
    • Creates a uniform “look and feel”
      • “Look” means the visual appearance — colors, typography, and layout.
      • “Feel” means how users interact with it — the behavior when clicking buttons, navigating menus, or getting feedback.

Application style guide: benefits#

A more consistent user interface

  • Increased user productivity, because a consistent style reduces what users need to learn and remember, resulting, in shorter training time and fewer user errors.
  • Reduction in the huge range of choices offered to GUI designers in color, font sizes and styles, window controls, etc.
  • Increased developer productivity, because developers are applying and specializing standard formats rather than re-inventing new ones.
  • Enhances collaboration among team members. Designers, developers, and other stakeholders can refer to the style guide
  • Facilitates rapid/fast prototyping and wire framing

Contents of a style guide#

  1. Introduction: Overview: Explanation of the purpose and scope of the style guide. Target Audience: Information about who the style guide is intended for (e.g., designers, developers, writers). Revision History: Details about updates and revisions made to the style guide over time.
  2. Product Identity: Mission and Values: The core principles and beliefs of the brand. Logo Usage: Guidelines on how the logo should be used, including size, color variations, and clear space requirements. Color Palette: Primary and secondary colors Typography: Fonts, sizes, and styles to be used in various contexts (headings, body text, etc.). Imagery: Guidelines for selecting and using images, illustrations, and graphics that align with the brand’s visual identity.
  3. UI Design:
    • Layout Grid: Information about the grid system used for the layout, specifying column widths, gutters, and margins.
    • Interactive Elements: Styling and behavior guidelines for buttons, links, form fields, etc.
    • Navigation: Design principles for menus, navigation bars, and other navigation elements.
    • Iconography: Guidelines for icon design, including size, style, and context of use.
    • Forms: Best practices for form design, including input fields, labels, and error messages.
    • Feedback and Animation: Guidelines for providing feedback to users and using animations/transitions
  4. Content Guidelines: Tone of Voice: Describes the brand’s tone, whether it’s formal, casual, technical, etc. Writing Style: Guidelines for grammar, punctuation, and style preferences (e.g., Oxford comma usage). Content Structure: How content should be organized, including headings, subheadings, and bullet points.
  5. Development Guidelines: Coding Standards: Best practices for writing clean and maintainable code in various programming languages. Responsive Design: Guidelines for ensuring the application’s responsiveness on different devices and screen sizes. Accessibility: Techniques and best practices for making the application accessible to users with disabilities.
  6. Usage Examples: Real-life Examples: Demonstrations of correct and incorrect usage of design elements and content. Case Studies: In-depth analyses of successful design implementations
  7. Glossary: Key Terminology: Definitions of terms and jargon used within the context of the brand or industry.
  8. Resources: Tools and Software: Information about software tools used for design, development, and collaboration. Assets: Access to downloadable assets, such as logo files, templates, and design elements.
  9. Contacts: Support: Contact information for individuals or teams providing support for design, development, or content-related queries.

Problems with the Design of Interfaces#

Gulfs of Execution and Evaluation
When a user is trying to carry out tasks using an interface, there are two very common types of problem they can encounter:
gaps in the interaction between users and systems

Gulf of Execution refers to the gap between a user’s intentions (what they want to do) and the actions available to them in the system (what they can actually do).
Example: Imagine a user wants to print a document but struggles to find the “Print“ button in a new software interface.

Gulf of Evaluation refers to the gap between the system’s response and the user’s ability to interpret that response to determine whether their action was successful.”
Example: Suppose the user clicks “Print” on a document. After clicking, nothing seems to happen, and there’s no feedback from the system

Reducing the Gulfs#

To reduce the gulfs, provide:

  • Visibility (affordances)
  • Feedback
  • Consistency
  • Non-destructive operations
  • Discoverability
  • Reliability

Donald A. Norman and Jakob Nielsen. 2010. Gestural interfaces step backward in usability. Interactions 17, 5 (September 2010), 46-49.

Usability#


Usability refers to how easy and effective it is for users to interact with a system, product, or service. Usability measures how well a system supports users in achieving their goals with efficiency, satisfaction, and minimal errors.

Examples of usability questions#

  • Will the design of this ATM prevent people from leaving their bank cards behind?
  • Is this button on the screen too small to press accurately?
  • And if the user accidentally presses the button, will he/she manage to undo the effects?

General Categories of Usability#

See Redmond-Pyle & Moore, Section 1.2:

  • Effectiveness:
    • How effectively and/or quickly can the users perform their tasks using the interface?
  • Learnability:
    • How much training time and practice do users require to be effective with the system?
    • If users only use the system intermittently, how long does it take to relearn the system each time they use it?
  • Flexibility:
    • Is the interface still effective if there are changes in the task or environment?
  • Attitude/Satisfaction:
    • Do people experience using the system as frustrating, or rewarding?
    • Do users like the system?

The need to measure usability#

We need to be able to measure usability, to get feedback about our designs (and thus improve them) (Dumas & Redish p184).
a lot of valuable information can be gained, which can improve a design greatly. This is the whole point of measuring usability.

Measuring Usability#

  • Useful terminology:
    • A measurement is formative if it gives back information that provides input into a design (helps form the design)
    • A measurement method is summative if it gives information about whether a design meets a standard or not, with no feedback into the design

Usability Measuring Methods#

According to Preece, there are two main types of evaluation methods used in design: theoretical and practical.

  1. Analysis (Theoretical Method)
  • This method focuses on thinking and reasoning about how users will interact with the design, not actually building or testing it.
  • You create a model of the user’s activities (how they would use the system), and then you analyze that model to predict problems or improvements.
  • It doesn’t require a working prototype or implementation, just a detailed description of the design.
  • It’s low-cost and can be done early in the design process.
  • It also needs very little advance planning compared to real user testing.
  1. Evaluation (Practical Method)
  • In this method, the design must be built or implemented, at least as a prototype (a working model).
  • The prototype is then tested with real users to see how well it works and how people actually use it.
  • It is more expensive than theoretical analysis because it takes time, planning, and resources to build and test the system.
  • There are many ways to test, such as usability testing, user observation, interviews, or surveys but it’s important to observe users while they interact with the design.

Evaluation (formative)#

  • Formative evaluation means testing and improving the design while it’s still being developed so that each new version is better than the last.

Evaluation (summative)#

  • Summative evaluation means testing the complete product at the end to see how well it works, and using the results to improve the next version.

Key Takeaways from Today#

  • Prototyping
  • Design Principles
  • Style guide
  • Gulfs of evaluation and execution
  • Usability Testing

Next Week#

  • Evaluation
The Human Computer Interface Week4 Lecture
https://mizuki.anka2.top/posts/l5-hci-week4-lecture/
作者
🐦‍🔥不死鸟Anka
发布于
2025-10-21
许可协议
MIT

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