Types of Digital interfaces

Human-to-Computer Interaction (HCI)

  • how users engage with computational devices.
  • focuses on graphical user interfaces (GUIs), where visual elements guide the interaction.

Human-to-Human Interaction (HHI) through Technology

  • how technology mediates human interaction
  • social media platforms, collaboration tools

Multi-Modal Interaction

  • multiple methods of interaction
  • voice, touch, gesture, and more
  • phones, Virtual Reality (VR)

Conversational Interaction

  • interactions through natural language
  • voice assistants and chatbots

History of Digital interfaces in Computing

  • Batch processing
  • Time-sharing
  • Networking
  • Graphical displays
    • WIMP – windows, icons, menus and pointers
    • metaphors
    • direct manipulation
    • WYSIWYG – What You See Is What You Get 
  • Microprocessors
  • The web
  • Ubiquitous Computing

User Design

UI design focuses on the visual and interactive aspects of a product’s interface, including layout, typography, colours, and visual elements.

UX design uses all aspects of the user’s interaction with a product or service, aiming to provide a meaningful and satisfying experience.

Interaction design focuses on designing the behavior and response of digital systems, emphasizing the quality of the interaction between users and technology.

Usability Motivations

There is a diverse range of users. Many interfaces are poorly designed and this is true across domains

Life critical systems

  • air traffic control
  • nuclear reactors
  • power utilities
  • emergency services
  • military
  • high costs
  • reliability
  • effectiveness
  • lengthy training
  • motivated users therefore subject satisfaction is less of an issue

Industrial & commercial use

  • banking
  • insurance
  • production
  • travel
  • utility billing
  • point-of-sales systems
  • costs
  • ease of learning
  • languages
  • speed and error rates
  • frequency of use
  • 10% off transaction time means 10% reduction in …,

Office, home & entertainment

  • word processing
  • electronic mail
  • computer conferencing
  • video game systems
  • educational packages
  • search engines
  • mobile device, etc
  • ease of learning
  • low error rates
  • subjective satisfaction
  • competitive market – so design is critical
  • Infrequent use of some applications means interfaces must be intuitive
  • functionality is difficult
  • wide range of both novice & expert users
  • competitiveness requires low cost
  • example:   games & gaming devices
  •   Nintendo Wii
  • tradeoffs   functionality vs low cost
  • novice   simple set of actions required
  • experienced user
    • user wants more functionality layers, levels
  • example 
    • search engines
    • have basic & advanced interfaces

Explorative, creative & cooperative systems

  • web browsing
  • search engines
  • artist toolkits
  • architectural design
  • software development
  • music composition
  • scientific modeling systems
  • highly motivated users
  • different usage, frequent to rare use
  • the functionality should be transparent so the user can focus on their task domain
  • can be collaborative

Social-Technical

  • social networks
  • Teams, Zoom, Slack
  • Udemy, Coursera
  • complex systems
  • health, crime
  • trust, privacy, responsibility & security are all issues
  • many people use over a long time
  • verifiable sources & status feedback are important
  • voting systems – was the vote recorded?
  • ease of learning for novices & feedback to build trust
  • different usage, different levels of expertise of the user

Usability Goals

  • get feedback early
  • trade-offs in design options frequently occur
  • low errors vs speed sacrificed
  • design alternatives can be evaluated by
  • designers & users via prototypes
  • requirement analysis
  • ascertain the user’s needs
  • ensure reliability
  • promote standardization, integration, consistency & portability
  • complete projects on schedule & within budget

Evaluation

time to learn – how long does it take to learn relevant tasks?

speed of performance – how long does it take to perform relevant benchmarks?

rate of errors by users – how many & what kind of errors are made during benchmark tasks?

retention over time – frequency of use and ease of learning help make for better user retention

subjective satisfaction – allow for user feedback via interviews, comments & satisfaction scales

Usability Impact

Amazon

  • Users can navigate between product categories or sections quickly using tabs.
  • Streamlined interface reduces the time needed to browse and locate desired products.
  • Tabs allow for easy comparison between similar products within the same category.
  • One-Click Ordering simplifies the checkout process

BBC news

  • Text resizing options and high contrast mode cater to users with visual impairments.
  • Screen reader compatibility and descriptive alt text for images ensure accessibility for users with disabilities.
  • Simplified navigation and clear layout make content more accessible to all users.

Google

  • Users can quickly find relevant information with minimal effort.
  • Fast load times and streamlined interface reduce the time needed to perform searches.
  • Auto-suggestions and predictive search help users refine their queries efficiently

Spotify

  • Personalized playlists and recommendations capture user attention and engagement.
  • Push notifications for new releases and concerts keep users informed and involved.
  • Dynamic content updates and curated playlists maintain user interest over time.

Airbnb

  • Visually appealing interface with high-quality images enhances user satisfaction.
  • Easy-to-use booking process and personalized recommendations improve overall experience.
  • Transparent reviews and ratings build trust and confidence in the platform.

Trello

  • Use of cards and lists for organizing tasks improves user organization and productivity.
  • Clear visual hierarchy and drag-and-drop functionality enhance usability.
  • Collaborative features allow teams to efficiently manage projects and tasks.
happy student on digital innovation course

8 Golden Rules of Design

  1. Strive for consistency
  2. Cater to universal usability
  3. Offer informative feedback
  4. Design dialogs to yield closure
  5. Prevent errors
  6. Permit easy reversal of actions
  7. Support internal locus of control
  8. Reduce short term memory load

Strive for consistency

  • consistent sequences of actions
  • identical terminology
  • consistent color, layout, fonts, etc.
  • exceptions
    • e.g. confirm delete, no password echo
    • limited & comprehensible

Cater to universal usability

  • design for diverse use (plasticity) & diverse users (universal)
  • plasticity facilitates content transformation
  • novice to expert
    • explanations
    • features for experts e.g. shortcuts
  • age ranges
  • disabilities

Offer informative feedback

  • action – feedback
  • usual action – modest feedback
  • rare action – substantial feedback

Design dialogs to yield closure

  • beginning, middle , end (closure)
  • e.g. confirmation page

Prevent errors

  • prevent users making (serious) errors
  • validation
  • grey out unavailable options
  • selection rather than freestyle typing

Permit easy reversal of actions

  • easy recovery
  • reversible actions
  • options of reversing a single or a group of actions

Support internal locus of control

  • user is in control
  • ‘in charge’ feeling
  • no surprises
  • dislikes:
    • tedious data-entry sequences
    • difficulty in obtaining necessary information
    • inability to produce their desired result

Reduce short term memory load

  • 4 +/- 1 chunks of information (not 7 +/- 2)
  • users have short-term memory limits

Know Your Users

Determine user’s skill levels

Design begins with the understanding of intended users
  • age
  • gender
  • physical and cognitive abilities
  • ⚬education
  • ⚬cultural or ethnic background
  • training
  • motivation
  • goals
  • personality

Other considerations:

  • location e.g. rural
  • economic profile
  • disabilities
  • attitude to technology
  • interface familiarity and domain knowledge, also
  • multiple users in a community
  • nurses, doctors, students

Design to user’s skill levels

Multi-layer designs

  • novice learns the minimal subset, advanced levels offered
  • apply to interface, manuals, help screens etc.

Speed

  • offer slower interaction for new users, faster for frequent users

Personalization

  • users can personalize menus

Control

  • users can control information feedback
  1. novice
  2. knowledgeable
  3. expert

Novice or first time users

  • literally first time e.g. Granddad sends his first e-mail
  • familiar with the domain but new user
  • users of similar or previous system
  • may feel anxiety
  • restrict vocabulary to familiar, constantly used concept terms
  • low amount of required actions
  • builds confidence
  • information feedback
  • provide error messages and easy correction

Knowledgeable intermittent users

  • broad knowledge
  • not regular use
  • don’t retain knowledge of menu structure etc.
  • recognition not recall
  • consistent sequences
  • content-dependent help
  • allow user to try potential routes without fear of failure

Expert frequent users

  • familiar with system, require speed
  • rapid response times
  • brief, unintruding feedback
  • shortcuts
  • macro creation (multiple / common actions)
  • accelerators e.g. abbreviations, menu shortcuts

Ease of Use - Design for the Task

Identify the task

  • Task Analysis usually involve long hours observing and interviewing users
  • Determine which tasks to support
  • include all possible actions V simplicity
    • ruthlessly limited functionality
  • Decomposition of high level tasks
  • set of atomic actions
    • too large – need specific actions to perform exactly what is needed
    • too small – need to many actions to perform what is needed
  • Relative task frequencies
    • frequent tasks simple and quick to complete
    • friends and family on speed dial numbers
  • Create a matrix of users and tasks
task time

Source: unknown

Choose an interactive style

  • Direct Manipulation
    • familiar objects
    • desktop metaphor
    • e.g. drag and drop
    • novices / frequent users
  • Menu selection
    • select from a list
    • understandable, distinct
    • need careful task analysis
    • use interface-building tools
    • novices / frequent users
  • Form filling
    • understandable field labels
    • know permissible values
    • respond correctly to error messages
    • frequent users
  • Command language
    • user in control
    • difficult to support, diverse systems
    • frequent users / expert users
  • Natural language
options to represent data in menus

Source: unknown

Design Theories

Design By Level

Foley and Van Dam four-level approach

Conceptual level

    • user’s mental model
    • e.g. drawing program that operates on objects

Semantic level

  • the meanings conveyed by the user’s input & computer’s output
  • e.g. delete object, undo

Syntactic level

  • how actions are assembled to instruct the computer to perform a task
  • e.g. drag an object to the trash can & confirmation dialog box

Lexical level

  • device mechanisms
  • e.g. mouse double-click within 0.2 seconds
  • software now concentrates on the conceptual level
    • e.g. direct manipulation not the command prompt
  • User’s learn semantics and syntax
    • e.g. moving / dragging objects
    • e.g. recovering deleted files from the trash can

GOMS

  • goals
  • operators
  • methods
  • selection rules
  • decompose goals into actions (operators)
  • actions into methods
  • selection of methods to achieve the goal
  • GOMS goal for expert / frequent users
  • designers can design with a clear definition of high-level objects and action / goals

Stages of Action

Norman’s seven stages of action

  1. Forming the goal
  2. Forming the intention
  3. Specifying the action
  4. Executing the action
  5. Perceiving the system state
  6. Interpreting the system state
  7. Evaluating the outcome
Norman’s contributions
  • Context of cycles of action and evaluation

Gulf of execution

  • mismatch between the user’s intentions and the allowable actions

Gulf of evaluation

  • mismatch between the system’s representation and the user’s expectations

Norman’s four principles of design

  1. State and the action alternatives should be visible
  2. Should be a good conceptual model with a consistent system image
  3. Interface should include good mappings that reveal the relationships between stages
  4. User should receive continuous feedback

Example of stages of action model:

  1. sign-in
  2. shipping & payment
  3. gift-wrap
  4. place order
    • users can move backwards to make changes

User’s failure can occur (Polson and Lewis 1990)

  1. inadequate goals
  2. objects not labelled correctly
  3. user does not know how to perform an action
  4. bad feedback

Consistency

Consistent user interface goal

  • Definition is elusive – multiple levels sometimes in conflict
  • Sometimes advantageous to be inconsistent.
  • consistent = car pedals
  • inconsistent = car placement of indicators

Consistent

delete/insert character

delete/insert word

delete/insert line

delete/insert paragraph

Inconsistent #1

delete/insert character

remove/bring word 

destroy/create line 

kill/birth paragraph

Inconsistent #2

delete/insert character

remove/insert word

delete/insert line 

delete/insert paragraph

Inconsistent action verbs

  • Take longer to learn
  • Cause more errors
  • slow down users
  • harder for users to remember

Consistent user interface

  • Color
  • layout
  • icons
  • fonts
  • font sizes
  • button sizes, etc

Inconsistent elements – slow users by 5-10 %

Inconsistent terminology – slow users by 20-25 %

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