HCI 4th Chapt Notes
HCI 4th Chapt Notes
UNIT 4
The software design process can be divided into four key phases: user
research, design, testing, and implementation. While the process does
typically take place in that order, it’s important to note that it is an
iterative process.
Call-to-action button :
Call to action buttons are used to persuade, motivate and move your
audience into an action whether it’s a sign up, a purchase or a download.
They are usually given prime of place on websites and must be
noticeable.
Breadcrumbs :
Inspired by the story of Hansel and Gretel, breadcrumb navigation (or
breadcrumb trail), is a secondary navigation system that shows the user
where they are in the system.
4.6 Screen Design
There are Eight basic principles of screen design:
• Where am I?
• What can I do here?
• How can I move forward?
• The web and the mobile world are the most recent
achievements of humankind, but even during this short period
of time, plenty of solutions were born which the majority of
apps use in general.
• Conventions for better user experience
5. When designing for the mobile phone, we design for our hands, too
When designing for touch screens, the most important parameter is
our own hand, with which we are using the product.
Can we safely tap on a button?
Can our finger reach the button? When designing for mobile, we
cannot know how the users will hold the phone, so it is worth creating
interfaces which can be used in the majority of cases.
6. Pay attention to the effective surface area ratio
The best user-friendly interfaces are simple and clear. Interfaces like
these are easy to understand, people get familiar with them easily,
they get used to using them, and feel joy when opening them the next
time, too.
7. Aim at simplicity and transparency
This simplicity in screen design is not easy to reach, though. In a
design project, new ideas and new information need to appear on the
interface appear one after the other. It may be the case that the
different departments of the company (or the different participants in
the project) consider different things to be important to appear.
8. Be careful with animations and motion
• The first and most important rule: don’t use animations for just the
sake of animations. People are wired to focus on moving objects.
• Animations can explain how your interface works. One of the
well-known examples is how you minimize the window in your
desktop operating system.
4.7 Prototyping techniques
Paper
Interfaces
Digital products like mobile apps, websites, and web services, as well
as other screen-based products or experiences often require you to
create a range of prototyping methods in the run up to the final design
and development. Paper interfaces are handy at the early stages of
prototyping for digital products. You can create paper interfaces by
sketching them out, or by drawing and cutting out usable parts of a user
interface (such as a text field or a dropdown menu, etc.).
Storyboards
Storyboarding, as a prototyping method, ensures that we know our
users well enough (it would be hard to sketch a storyboard otherwise)
and allows us to keep in mind the context of the solution we are
designing. It is useful for developing an empathic understanding of
users — and for generating high-level ideation and discussions.
Storyboards, however, are not very useful for fine-tuning the details of
products, because the drawings tend to be more macroscopic in nature.
Lego Prototypes
Lego is a staple of any kid's toy box. Its versatility and ability to spark
imagination is what drives the company's success. As a designer, you
can take advantage of Lego’s ubiquity and versatility to create quick and
simple prototypes of your ideas. The best part of using Lego to build
your prototypes is that they become easy to dismantle and tweak;
simply detach a part of your Lego prototype, swap it with an alternative
design, and play with it to see if it works.
4.8 Wire-Framing
Wire framing is a process where designers draw overviews of
interactive products to establish the structure and flow of possible
design solutions. These outlines reflect user and business needs. Paper
or software-rendered wireframes help teams and stakeholders ideate
toward optimal, user-focused prototypes and products.
Wireframes are basic visual guides in which designers propose
elements for screens and web pages and show how experimental
solutions would flow for target users. Wire framing is invaluable early in
the interaction design process for design teams to explore how concepts
accommodate user and business needs.
Good wire framing is the skill of creating realistic-looking, lean
layouts so your team and stakeholders can quickly determine if
concepts are worth developing. Wire framing is distinct from
prototyping in the sense that prototyping deals more with testing
interactivity and—when done at the highest level of fidelity—
sophisticated versions that might closely resemble the released
products. However, it’s similar in that you can also do wire framing by
hand (e.g., using boxes and lines to represent pictures, text, etc.) or with
software and make low- to high-fidelity versions. In low-fidelity
wireframing, you use placeholders to mark content and pictures in
grayscale. In high-fidelity wireframing, you introduce more realism,
including pictures and perhaps even some interactivity. You can adapt
well-crafted wireframes far more easily into prototypes for usability
testing.
Software choices vary in price (some are free), options (e.g., click-
through interactivity) and suitability (e.g., for mobile). When you do
wire framing well, you can help safeguard yourself, your team and your
brand against pursuing flawed solutions. Good wire framing can also
support agile development as team members needn’t wait for
sophisticated deliverables.
Wire framing is the Art of Efficiency
The aim is to communicate the structure of a possible solution so your
team can identify solid user experience (UX) design foundations to build
on and stakeholders can offer feedback on a visual item.
So, you should show what elements your users would expect to find and
how these work in flow. To begin, you should:
Layout
• The arrangement of items on the screen
• Like items are grouped into areas
• Areas can be further subdivided
• Each area is self-contained
• Areas should have a natural intuitive flow
• Users from western nations tend to read from left to right and top
to bottom
• Users from other regions may have different flows
Model
The Model component corresponds to all the data-related logic that the
user works with. This can represent either the data that is being
transferred between the View and Controller components or any other
business logic-related data. For example, a Customer object will
retrieve the customer information from the database, manipulate it and
update it data back to the database or use it to render data.
View
The View component is used for all the UI logic of the application. For
example, the Customer view will include all the UI components such as
text boxes, dropdowns, etc. that the final user interacts with.
Controller
Controllers act as an interface between Model and View components to
process all the business logic and incoming requests, manipulate data
using the Model component and interact with the Views to render the
final output. For example, the Customer controller will handle all the
interactions and inputs from the Customer View and update the
database using the Customer Model. The same controller will be used to
view the Customer data.
ASP.NET MVC
ASP.NET supports three major development models: Web Pages, Web
Forms and MVC (Model View Controller). ASP.NET MVC framework is a
lightweight, highly testable presentation framework that is integrated
with the existing ASP.NET features, such as master pages,
authentication, etc. Within .NET, this framework is defined in the
System.Web.Mvc assembly. The latest version of the MVC Framework is
5.0. We use Visual Studio to create ASP.NET MVC applications which
can be added as a template in Visual Studio.