representation at the interface gabriel spitz 1 lecture #13
TRANSCRIPT
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Representation
• The next aspect of the interface design that we need to consider when designing or evaluating a user interface is Representation
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Interface elementsInterface aspects
Application Component
Info Space Control
Function/Scope Available functions Missing & superfluous functions
Completeness TBD
Framework Organizing principle (Posture)Segmentation into components
Segmentation into info spacesGrouping of itemsProximitySequencing items
TBD
Activity flow/Behavior
Navigation schemaTask sequenceError recoveryAction reversalSystem state info
Action constraints (error avoidance) GuidanceSpatial workflowModes/temporal workflow Closure
FeedbackDefaultsShortcuts
Representation Metaphors / expressionsIdioms
Strategy (e.g.) FormWizardMessage content (error, warning, information)Maintaining context
Choice of controlLabels/terminologyIcon contentObject manipulation methodAffordance
Presentation Color Pallet TypographyPreferences
LayoutAlignmentRepetitionContrast
ColorFont styleGraphical clarity (of icons) Resolution (details) Manipulation dynamics
Interface Design Space
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What is Representation (1)
• Representation is the choices that a designer make in:• selecting control types• conceptualizing icons• specifying labels• composing instructions
to support a function or an object at the interface
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What is Representation (2)
• Representation is concerned primarily with the nature of the choice rather then its implementation• For example should a command to get out
from a process be labeled ; Exit, Close, Finish, OK, OR MAYBE kill
• Implementation of the selected choice will be discussed later when we talk about Presentation
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Representation - Examples
• The controls in the previous examples were all:• Supporting a single task/function – date
picking• They differed in terms of how the user had to
specify a date • They also differed in terms of
• The type and intensity of (cognitive) demands placed on the users
• Speed of task performance • The likelihood of making an error
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Representation - Example
What are the cognitive demands associated with each control?
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Impact of Representation
• The choices a designer makes in selecting a control, specifying a label, or instruction at the interface can:• Impact task performance – e.g., speed, errors• Users’ workload – e.g. memory, calculation• Users’ satisfaction
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Effective Representation
• A representation of an item that is:• Compatible with users characteristics
• Suitable for a specific task and usability goals within a given context and culture
• Compliant with published standards and guidelines
• There is significant overlap among the above elements
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Effective Representations
• Effective representations from a user perspectives are those that are:• Easy to remember• Easy to interpret• Easy to use
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Effective Commands
• Easy to interpretFor Example:
VS.
• F5
• For Slideshow Power Point
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Easy to Remember
• Best commands, icons, and actions sequences are those that are easy to remember• For example
• Using the cursor to highlight a row
Vs• Recalling a sequence of keyboard commands
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Ease of Remembering
• The ease with which a new item can be remembered depends on its meaningfulness (Craik & Lockhart 72)
• The reason is that meaningful items are processed at a deeper level
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Deep Processing - Example
• Stroop Effect• Blue• Yellow • Green
• The color of the font competes with the meaning of the word because both are meaningful
• A non-English native can ignore the meaning of the word
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Meaningful Items
• Meaningfulness of an item is effected by:• Familiarity with the item
• In a case of a word it relates to the frequency with which it occurs in everyday life – E.g., Expunge vs. Delete
• Its associated imagery
• In the case of a word it is the extent to which the word can elicit images in our mind
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Familiarity of words - Example
• Familiar words• Door
• Read
• Stop
• Unfamiliar words• Compile
• Substitute
• Scan
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Associated Imagery -Example
• High imagery words• Ride
• Sleep
• Eat
• Low imagery words• Begin
• Increase
• Evaluate
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Selecting Labels
• Labels such as command names or object names used at the interface should be meaningful – well understood
• Meaningfulness should be considered within• The context in which the item is to be used• The culture• Users’ characteristics
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Labels - Example
• Some Unix commands have names that are difficult to remember by novice users
• For example• CAT – List content of a file• GREP – Search for a string• MV – Move• LPR – Print file
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Representation of Icons
• Icons are another common form of designating commands, objects, or tools
• Meaningfulness of an icon is determined by:• Context• Task• The underlying concept that we try to
represent