Difference between revisions of "Team Undecided"
Line 20: | Line 20: | ||
= Possible principles that apply to our applications (List reasoning under principle) = | = Possible principles that apply to our applications (List reasoning under principle) = | ||
6.1.1. Make displays legible (or audible) | 6.1.1. Make displays legible (or audible) | ||
+ | |||
6.1.2. Avoid absolute judgment limits | 6.1.2. Avoid absolute judgment limits | ||
+ | |||
6.1.3. Top-down processing | 6.1.3. Top-down processing | ||
+ | |||
6.1.4. Redundancy gain | 6.1.4. Redundancy gain | ||
+ | |||
6.1.5. Similarity causes confusion: Use discriminable elements | 6.1.5. Similarity causes confusion: Use discriminable elements | ||
+ | |||
6.2.1. Principle of pictorial realism | 6.2.1. Principle of pictorial realism | ||
+ | |||
6.2.2. Principle of the moving part | 6.2.2. Principle of the moving part | ||
+ | |||
6.3.1. Minimizing information access cost | 6.3.1. Minimizing information access cost | ||
+ | |||
6.3.2. Proximity compatibility principle | 6.3.2. Proximity compatibility principle | ||
+ | |||
6.3.3. Principle of multiple resources | 6.3.3. Principle of multiple resources | ||
+ | |||
6.4.1. Replace memory with visual information: knowledge in the world | 6.4.1. Replace memory with visual information: knowledge in the world | ||
+ | |||
6.4.2. Principle of predictive aiding | 6.4.2. Principle of predictive aiding | ||
+ | |||
6.4.3. Principle of consistency | 6.4.3. Principle of consistency | ||
+ | |||
== Keywords == | == Keywords == |
Revision as of 14:16, 25 November 2011
BTH740 | Weekly Schedule | Research Projects | Research Essay | Student Resources
Contents
Members list
Research Resources
- Photoshop UI (Pallet toolbox, Menu and Shortcuts)
- MS Word Evolution ( Toolbox to Ribbon )
Thesis Statement
Thesis
Through research and study, Team Undecided will make its attempt to survey modern UI organizational practices through studying their design and explaining with HCI principles.
Through research and study, Team Undecided will analyze HCI principles in several different applications' UI to discover the motives for focusing on specific principles as opposed to others.
Possible principles that apply to our applications (List reasoning under principle)
6.1.1. Make displays legible (or audible)
6.1.2. Avoid absolute judgment limits
6.1.3. Top-down processing
6.1.4. Redundancy gain
6.1.5. Similarity causes confusion: Use discriminable elements
6.2.1. Principle of pictorial realism
6.2.2. Principle of the moving part
6.3.1. Minimizing information access cost
6.3.2. Proximity compatibility principle
6.3.3. Principle of multiple resources
6.4.1. Replace memory with visual information: knowledge in the world
6.4.2. Principle of predictive aiding
6.4.3. Principle of consistency
Keywords
Topic: Modern UI organizational practices
Ribbon UI
UI Changes/redesign
Users don't care about design, they just want to complete their task quick. When people are visiting websites or using applications, they don't spend their time analyzing or admiring the design. They focus their attention on the task, the content, and their own data or documents. Thus, people love a design when they know the features and can immediately locate the ones they need. That is, they love a familiar design.
Menu Elimination
Navigation
See PDF file for data.
Errors
Fitts' Law
T = a + b log2 ((D/W) + 1)
Steering Law
Linear: T=a+b(d/w)
> 1 vertical Linear: T = 2a + b((n/x) + x); x = w/h
Principle of feature exposure/accessible
Features of the program need to be easily exposed so that a quick visual scan can determine what the program actually does. There are various levels of "hiding": Here's a partial list of them in order from most exposed to least exposed:
- Toolbar (completely exposed)
- Menu item (exposed by trivial user gesture)
- Submenu item (exposed by somewhat more involved user gesture)
- Dialog box (exposed by explicit user command)
- Secondary dialog box (invoked by button in first dialog box)
- "Advanced user mode" controls -- exposed when user selects "advanced" option
- Scripted functions
Predictability and common convention
Use a common set of design patterns and guidelines so that users don't have to relearn how to perform common tasks.
Uncertainty vs. Familiarity
Fresh design will be a worse design simply because it's new and thus breaks user expectations. A better strategy is to play up familiarity and build on users' existing knowledge of how a system works.
Flexibility
Let users customize the application to meet their unique needs. Flexibility is also enhanced by letting users select options in various sequences and in letting them modify default values.
Photoshop
Shortcuts/Toolbars
Classifications Menus
Pallets
Contextual Menus
Redundancy Gain
Modern Game Console UI
Inputs
Display
Network connectivity
Loading times
Personalization
Bibliography
Design Concepts:
https://www-01.ibm.com/software/ucd/designconcepts.html
https://www-01.ibm.com/software/ucd/designconcepts/designbasics.html
http://www.useit.com/alertbox/familiar-design.html
http://www.useit.com/alertbox/20000206.html
http://www.useit.com/alertbox/20030825.html
http://www.sylvantech.com/~talin/projects/ui_design.html
Microsoft Word evolution:
http://en.wikipedia.org/wiki/Ribbon_%28computing%29
http://redmondmag.com/articles/2007/10/01/word-2007-not-exactly-a-musthave.aspx
http://www.exceluser.com/explore/surveys/ribbon/ribbon-survey-results.htm
User Acceptance of the Microsoft Ribbon User Interface
Survey Results: Excel 2007's Ribbon Hurts Productivity, Survey Shows
Mega drop-down navigation menus work well
Microsoft commands design principles
Microsoft tabs design principles
Photoshop UI:
http://vandelaydesign.com/blog/design/learn-photoshop-basics/
http://www.ischool.utexas.edu/technology/tutorials/graphics/photoshop7/
HCI principles - http://ijcem.org/papers12011/12011_21.pdf
Modern Game Console UI:
http://en.wikipedia.org/wiki/PlayStation_3
http://gizmodo.com/5070189/new-xbox-experience-nxe-review-its-pure-improvement
http://en.wikipedia.org/wiki/Wii_system_software