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1 Overview Except for a few slides ( ), this Introduction Fundamentals of GUIs chapter is intended for group work while designing the GUI project. Screen Design : Navigation, Windows, Controls, Text, Evaluating GUI Performance - Features - Use - Master: Calculations Size, color, 1

2 GUI History Example: Car Rental 1980 : Keyboard based > 1990 mixed keyboard and mouse graphic elements need more screen space and high resolution displays > 2000 : like color and different OS, internet 2

3 Interaction 15/16 Command Line Advantages Powerful Flexible Appeals to experts Conserves screen space Disadvantages Commands must be memorized Requires learning Intolerant to typing errors Difficult for casual users Form Fill-in See 1990 Advantages Disadvantages Familiar format Consumes screen space Simplifies information entry Requires careful and efficient design Requires minimal training Does nit prevent typing errors 3

4 Interaction 15/16 Menu selection Advantages Utilizes recognition memory Reduces interaction complexity Aids decision making process Minimizes typing Aids casual users Disadvantages May slow experienced users Consumes screen space May create complex menu hierarchies Antromophic Man-man-like interface incl. language dialogue, touch, eye movements, Natural Advantages Disadvantages Difficult to implement 4

5 Interaction 15/16 Replacement of keyed entry by pointing devices such as mouse, touch screen, joystick, graphics tablet Direct Manipulation Advantages Faster learning Easier remembering Exploits visual cues Easy error recovery Provides context Immediate feedback Disadvantages Greater design complexity Window manipulation requirements Requires icon recognition Inefficient for touch typists (using keyboard without looking on it) Increased chance for screen clutter 5

6 Graphic Systems : Advantages Symbols are recognized faster than text see e.g. toolbars, message boxes with information and warning icons Fast learning Faster use Easier remembering (images can be easier remembered than text) Exploits visual cues (visual thinking is faster than verbal expressions) Provides context 6

7 Graphic Systems : Advantages Fewer errors (incl. error boxes, UNDO should be implemented) Increased feeling of control Less anxiety ( Sorgen ) concerning use mainly for inexperienced users More attractive (relevant for skeptical users) May consume less screen space Replaces national languages Easily augmented with text information (Tool-tip-text) Low typing requirements (eliminate the need for typing skills) 7

8 Graphic Systems : Disadvantages Greater design complexity (symbol and screen design is very important) Inconsistency in technique and terminology e.g. many different symbols etc. exist for the same task Not always familiar (as people are trained to numbers and words) Number of symbols are more limited by human comprehension than text Inefficient for heavy keyboard users May be inefficient for experienced users Not always the preferred style of interaction (not all users prefer graphics) May consume more screen space Hardware limitations like processing speed and graphic capabilities 8

9 Graphic Systems : Large vs. Small Screen Since smartphone and tablets become widespread, GUI design has to be adapted to smaller screens, less keyboard input and finger touch. Many SW has dedicated versions for each device incl. PC In consequence, GUI look & feel is more challenging. Typical screen size / aspect ratio / viewing distance 5 / 16:9 / 0.4 m 20 / 16:9 / 0.6 m 10 / 16:9 or 4:3 / 0.5 m 9

10 Graphic Systems : Same Task vs. Screen Size Example: Office Application 10

11 Graphic Systems : Same Task vs. Screen Size Example: Office Application 11

12 Graphic Systems : Same Task vs. Screen Size Example: Office Application 12

13 Graphic Systems : Same Task vs. Screen Size Example: Smart Home 13

14 Graphic Systems : Same Task vs. Screen Size Example: Smart Home 14

15 Graphic Systems : Same Task vs. Screen Size Example: Smart Home Example for commissioning 15

16 Graphic Systems : Same Task vs. Screen Size Modern GUIs can run on very different devices: - Smartphone - Tablet / Netbook - Notebook - PC Monitor - TVs (some) Large variety of screen size: Portrait (smartphone, tablet) vs. landscape (tablet, notebook, monitor, TV) Touch vs. keyboard & mouse input Challenge: Look & feel the same for one product : Adapt style guide & different GUIs with same icons, 16

17 Fundamental Principles (I) Accessibility Systems should be designed to be usable without modification by many users Aesthetically pleasing Visual appeal by grouping and alignment, use of color and graphics Availability Makes all objects available all the time (only good for large sized screens, not recommended for smartphone and tablets) Clarity An Interface should be easy to understand in terms of elements, text, functions Compatibility Provide compatibility for tasks, similar products, adopt user s perspective 20

18 Fundamental Principles (II) Configurability Permit easy personalization of configuration (OPTIONS) Consistency The GUI should look, act and operate the same throughout all tasks: - Same action should always have the same result - The function of elements should not change - The position of standard elements should not change Control - Actions should result form user requests and performed quickly - Permit users to customize GUI Directness Available alternatives should be visible 21

19 Fundamental Principles (III) Efficiency Minimize hand and eye movements (mouse keyboard, touch: ) Familiarity Use familiar concepts and language (real-world metaphors) Flexibility A system must be sensitive to different needs of users: Experience, knowledge, skills, personal preferences, Forgiveness - Tolerate common and unavoidable human errors - Provide constructive messages when an errors does occur Operability Ensure that the system can be used by everybody 22

20 Fundamental Principles (IV) Obviousness A system should be easily learned and understood: - What to look at - What and when to do - Why and how to do it Predictability The user should be able to follow the progression of a task (Do not bundle or combine action) Recovery - A system should permit command to reverse or undo the action - Ensure that work is never lost due to an error Responsiveness The system must rapidly respond to an action including acknowledgement 23

21 Fundamental Principles (V) Safety Protect the user form making mistakes, e.g. by reminders, list of choices, Simplicity Provide an interface as simple as possible: - Present common and necessary functions first - Hide things until they are needed - Provide visual hierarchy - Provide defaults - Provide uniformity and consistency Trade-Offs - User requirements have priority over technical requirements - Final design is based on balancing often-conflicting design principles (compare Fundamental Principles) 24

22 User Characteristics (I) Motivation - Is the users attitude towards the system positive, neutral or negative? - Is the motivation high, moderate or low? Stress level etc. - Is the user patient or impatient? - Shows the user some kind of stress? - What are the users expectations are they satisfied? User s physical characteristics - Age distribution (classification) and gender - Education (degrees, ) - Handedness (87% right-handed) - Disabilities 25

23 Speed of Interaction 100 Typical values for keyboard Words per minute Prose text > 200 Reading Listening 150 Speaking 100 Fast typist > 150 Typewriting Average typist 60 Two finger typist 40 Handwriting 30 Computer Transcription 30 Copying text 20 26

24 Good Interface & Screen Designs 127 Reflect the capabilities, needs and tasks of the users Are adapted to hardware Achieve business objectives for which it is designed Good interface design goals: Reduction of Visual work Intellectual work Memory work Motor work (mouse, keyboard) Summary of slides Fundamental Principles Take care of them for your case studies. Minimize burdens imposed by the technology used 27

25 How to Discourage the User 128 Unclear caption, wording, Improper objects and graphics Misleading headings Unnecessary or irrelevant information Requests that require backtrack or thinking about previous stuff Poor layout of screen objects incl. their placement Poor legibility Summary of slides Fundamental Principles Take care of them for your case studies. 28

26 Interaction Starting Area & Arrangements 135 Provide the starting point in the screen s upper-left corner Focus user attention on the most important parts of the screen Divide information (elements) into units that are meaningful (grouping) Provide an ordering of elements including prioritization Possible ordering schemes: Conventional, sequence of use, frequency of use, function, importance Form groups that cover all possibilities All information that must be compared is visible at the same time Only information which is relevant to the user s tasks is presented 29

27 Examples of GUIs : Balance & Symmetry Balance / Symmetry Instability / Asymmetry 30

28 Examples of GUIs : Sequentiality Sequentiality Randomness 31

29 Examples of GUIs : Simplicity Simplicity Complexity 32

30 Examples of GUIs : Predictability

31 Screen / Windows Arrange all necessary object, elements etc. on one screen (if possible) 181 Prevent scrolling 178 If more than one screen is used the user should not have to remember things from one screen to the next 181 Arrange object in a way that user interaction including reading) starts in the top left corner Windows should always have a title which is descriptive and unique

32 Screen / Windows : Arrangement of Screen Tasks 298 Sequential : no 35

33 Screen / Windows : Arrangement of Screen Tasks 296 Sequential : yes 36

34 Screen / Windows : Arrangement of Screen Tasks 296 Sequential : yes optimized by grouping and rearrangement of checkbox Main Files Update with changes 37

35 Arranging Windows 397/8 Overlapping Cascading Tiled No window should ever completely hidden! 38

36 Components of Windows 391 Title bar* Menu bar Toolbar Window state *: Customization possible User area Frame Status bar There are (per definition) primary and secondary windows: - Primary: see above - Secondary: Common dialogs, message boxes, pop-up windows, 39

37 Primary Window 400 Proper usage - Used to represent an independent application - Menu, toolbar, status, - Divide independent functions into separate primary windows - Arrange unrelated functions in one window 40

38 Secondary Windows 401 Common dialogs, message boxes, pop-up windows, Proper usage - For performing supplemental actions - For presenting frequently or occasionally used windows - Use objects of operating systems which are well known to the user Important Guidelines - Should typically not appear in the toolbar - A secondary window should not be as large as the primary window 41

39 Secondary Windows : Common Dialogs 416 open save color print 42

40 Secondary Windows : Message Boxes 411 Proper usage - Use for presenting brief messages - Use for requesting specific actions - Use for tasks that take are easy to be done Important Guidelines - Should typically contain text which can be understood - Should have icons for emphasizing 43

41 Secondary Windows : Input Boxes 402 Proper usage - Use for input of numbers or text - Use rarely - Default input can be set in order to minimize user input Important Guidelines - Should typically contain text which can be understood - Input data should be verified before processing 44

42 Sizing and Placing Windows 415/6 Number of windows - Minimize number of windows needed - Too many windows can be confusing Sizing windows - Windows should be large enough to present all information - If a window is too large, determine if all information is needed and/or related or use other objects which are smaller - Optimum windows size about 12 lines for text - Avoid scrolling - Main windows can/should be maximized (full screen) Placing windows - Don t hide other windows completely - Cascading is recommended 45

43 Elements of GUIs : Menus 308 ff Hierarchical/sequential structure recommended, additional toolbar 312 Level 0 File Options Level 1 Open O1 Save O2 >> Text Number 46

44 Elements of GUIs : Menus 308 ff Organisation & Proper use - Language and consistency acc. user expectations - Display all or only relevant alternatives - Cascade menus if necessary - Delete or grey out inactive items - Mark active selections - Maximum of 6 without grouping or up to 20 with grouping (line separators) - Order acc. importance or alphabetically - Use keyboard accelerators (F1 for help, CRTL + C for copy, ) - Order menu items in a useful order (important first, alphabetically, ) 47

45 Elements of GUIs : Data Field (Text Boxes) 461 Description: Purpose: Advantages: Rectangular shape, single or multi-line Text to enter (proposal can be displayed) Flexibility, familiar, little space, rapid reading Disadvantage: Requires keyboard, input must be remembered, not fail save e.g. for databases Proper usage: Data that can t be categorized or selection is not possible, text height and font appropriate, black text on light background can be structured to requested input, e.g. phone number: 466 Phone (area / line direct) / - 48

46 Elements of GUIs : Command Button (Toolbar similar) 445 Description: Purpose: Advantages: Rectangular shape, label as text or graphics Start action Always visible, faster than menu, can be logically ordered Disadvantage: Consumes screen space, requires often pointing device Proper usage: Size as large as reasonable, use not more than 6 buttons on a window, arrange buttons logically, use enable and disable, use descriptive text 49

47 Elements of GUIs : Checkboxes 478 Vertical and horizontal arrangement Description: Purpose: Advantages: Small circles filled if selected and label, only one can be chosen Selection of only one items (compare to Check Box) Easy to access, easy to compare, preferred by users Disadvantage: Consumes screen space, limited number of choices Proper usage: For settings or attributes, non-exclusive choices, good for choices that are discrete, small and fixed in number, choices which are not easy to remember, choices that never chance in content 50

48 Elements of GUIs : Radio Buttons 468 Vertical and horizontal arrangement Description: Purpose: Advantages: Small circles filled if selected and label, only one can be chosen Selection of only one item Easy to access, easy to compare, preferred by users Disadvantage: Consumes screen space, limited number of choices Proper usage: For settings or attributes, non-exclusive choices, good for choices that are discrete, small and fixed in number, choices which are not easy to remember, choices that never chance in content 51

49 Elements of GUIs : Combo Box (Drop down) 504 Description: Purpose: Advantages: Rectangular box offering a list of choices Selection of one (or more) item when space is limited Unlimited number of choices, save screen space, shows all Disadvantage: Requires action to display list, long lists require scrolling Proper usage: Use when screen space is limited, text can also be typed, highlight selected choice 52

50 Elements of GUIs : List Boxes 493 Description: Purpose: Advantages: Permanently displayed box with a list of attributes, selection by mouse possible, no text entry Displays a collections of items Unlimited number of choices, elements can be added Disadvantage: Requires action to display list, long lists require scrolling Proper usage: Items which are not frequently used, items large in number, highlight selected choice 53

51 Elements of GUIs : Data Input Examples Manual registration of attendees at conference etc. by staff Things to evaluate: - User input load - Screen space - Data to remember - Database consistent input (no typing errors, ) 54

52 Elements of GUIs : Data Input Examples Type Description Good Issue A Text Box only B C D Radio Buttons and Text Boxes List Boxes and Text Boxes Drop Combo Boxes and Text Boxes 55

53 Elements of GUIs : Scroll Bar, Slider 517 Description: Purpose: Advantages: Bar as scale with buttons, optional text boxes, selected by mouse, drag or click slider, horizontal and vertical arrangement Setting of a numerical value without keyboard Visualization of setting, easy to use, better than keyboard input Disadvantage: Consumes more screen space than text input, mouse needed, can be less precise than text (e.g ) Proper usage: To set an attribute, limited range of possible values 56

54 Elements of GUIs : Progress Indicator Description: Purpose: Advantages: Rectangular bar that visualizes the progress performed Provides feedback of processing of a lengthy operation Better than hour glass Disadvantage: Needs some screen space Proper usage: Portion of process completed, can be combined with numbers, can be used in an extra frame to save screen space or in status bar 57

55 Elements of GUIs : Tabs 521 Description: Purpose: Advantages: Window containing tabbed dividers, navigation between pages Presentation of information that can be logically organized into pages or sections Resembles sheets of paper, effective organization Disadvantage: Visually complex Proper usage: To present discrete, logically structured information, tab name should be short & descriptive, do not use for sequential steps user is familiar with tabs as options settings 58

56 Elements of GUIs : Icons, Index, Symbol 653 Description: Purpose: Advantages: Square graphics, 16 x 16, 32 x 32, 48 x 48, 256 colors Visualization and icon to click Saves screen space, graphics more intuitive for users Disadvantage: Often not easy to design Proper usage: Use common icons, consider cultural and social aspects as cross, body, Now: Draw icon for save on paper Drawings will be clustered and discusses. 59

57 Elements of GUIs : Tool Bar 614 Description: Purpose: Advantages: Icons that can be selected User interaction by clicking on icon, additional to menu Speeds up user interaction Disadvantage: Only effective with proper icons, consume screen space Proper usage: Excerpt of most often used menu items, icons must be easy to understand and to remember 60

58 Elements of GUIs : Status Bar 614 Description: Purpose: Advantages: Context sensitive messages related to object with focus or processing tasks Provides explanatory information, describes use of objects Easies user information, saves screen space compared to labels, Disadvantage: Only effective with user training Proper usage: Do not use for essential information 61

59 Elements of GUIs : Common Dialogues Description: Purpose: Advantages: Series of standardized windows provided by OS User interaction for open, save, print, Users are trained to common dialogues, no SW development Disadvantage: In some cases not very effective Proper usage: Use meaningful adaptation like extension filters for files 62

60 Elements of GUIs : Palette 488 Description: Purpose: Advantages: Series of graphical elements Selection of one option Picture aid, easy to compare choices, consumes less screen space than text Disadvantage: Limited number of choices or use >>, difficult to organize for scanning efficiency, requires meaningful graphical representation Proper usage: Setting of attributes, properties or values, exclusive choice, good for discrete elements which are limited and variable in number, not easy to remember, do not use when text is clearer than icons 63

61 Elements of GUIs : Controls Selection 549 Choosing the best control for certain tasks and screen space conditions: Task Best control Limited space Exclusive choice Radio buttons Drop down list box Not exclusive choice Setting a value within a range Executing an action Check boxes Bar Command button or icon Multiple selection list box Text box Menu 64

62 Elements of GUIs : Data Presentation 227 Display information always with labels or headings, use also units Display information in a useable format e.g. phone numbers, Format information as commonly used, support format in input box Time: 10:32:15, credit card: Break long strings into 3 or 4 digits with blanks in between see credit card, phone number, Align data into columns Organize for top-to-bottom scanning 65

63 Elements of GUIs : Data Justification 228 Left justify text formats Name: John Doe Name: John Doe City: Munich City: Munich Right justify numeric data Charge: Charge: Tax: 1.45 Tax: 1.45 Create a data ladder Animal: Cat Animal: Cat Age: 8 Age: 8 Number: 1234 Number: 1234 State: Ge State: Ge Create data statements Cats: cats Dogs: 8 8 dogs 66

64 Elements of GUIs : Data Justification

65 Example for Numerical Information Temperature + or -? 68

66 Elements of GUIs : Data Representation 424 What is really selected? GUI proper made but issue on color for select and non-selected choices 69

67 Elements of GUIs : Graphical Data Presentation (I) 263 Graphs are suitable for fast and easy comparison of data When charts & graphs? < 3 numbers: words ; 3 10: table ; > 5 graph Major types of charts and graphs (see MS EXCEL) Line graph Bar charts - not more than 5 curves - use adjacent labels, at least legend - use solid lines for actual data, dotted for projected - horizontal or vertical - vertical typically over time - horizontal: top information more relevant Pie charts - data must add to 100% - use less than 5 segments, no segment less than 5% 70

68 Elements of GUIs : Graphical Data Presentation (II) 263 Graphs emphasize data Show data not design variation Provide proper context for data interpretation (see example) Use of axis, scale, labels, legends, units in a proper way Fill entire area of graph with data Use the appropriate graph (scatter, line, pie chart, ) Do not overload graphs with multiple data, a maximum of 5 is recommended Use easy to distinguish line coding Data lines etc. should be the most visible, use thinner lines for axis and grid 71

69 Elements of GUIs : Graphical Data Presentation (III) 263 Example for proper context for data interpretation Turn over /B$ Before, after??? Turn over /B$

70 Elements of GUIs : Words and Text 565, 628 Choosing proper words - Use short & familiar words in simple language, - Use only complete words and positive terms - Use plain and simple proportional fonts with point size of Do not use jargon, abbreviations, Sentences and messages - Must be brief and simple, limited to about 20 words per sentence, - Must be understandable for all users (education, qualification, ) - Line length characters, use proper line spacing - Emphasize text by position, boxes, bold font, capital letters, Message Boxes - Title bar must clearly provide the source of the message - Text must be clear (s.a.) and limited to about 2 to 3 lines - Icon is often helpful 74

71 Elements of GUIs : Summary GUI design is most important to MMI Proper GUI saves (less user time, acceptance) money User should never lost, HELP is strongly recommended HELP (or information) via Status Bar, Tool Tip Text, Help file, Response time is mission critical If applicable refer to corresponding cultures System limitations have to be compensated by GUI Evaluation (see next chapter) is necessary 75

72 Group Work : Case Study V (Bachelor) Topics for presentation, GUI prototyping and final documentation - Check your GUI for consistency and recommendations of good screen design. - Update your GUI and prepare 2 slides: before after - Next lecture: Presentation of - 1 slide for introduction of case study - Case Studies IV (~3 slides) - Case Studies V (~2 slides) - Updated prototype of your GUI (~ 3 slides) 76

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