Chapter 12
Balancing Function and Fashion
Outline
I. Introduction
User
experiences play a critical role in influencing software acceptance
Conversational
messages have their limits
Design
needs to be comprehensible, predictable, and controllable
Information
layout is important
Multiwindow
coordination
Large,
fast, high-resolution color displays have potential
II. Error messages
Phrasing
of error messages or diagnostic warnings is critical, especially when dealing
with novices
Avoid
imperious
tone that condemns user
messages
that are too generic (e.g. WHAT? or SYNTAX ERROR)
messages
that are too obscure (e.g. FAC RJCT 004004400400)
Specificity
|
Poor |
Better |
|
SYNTAX ERROR |
Unmatched left parenthesis |
|
ILLEGAL ENTRY |
Type first letter: Send, Read, or Drop |
|
INVALID DATA |
Days range from 1 to 31 |
|
BAD FILE NAME |
File names must begin with a letter |
Constructive
guidance and positive tone
Messages
should, where possible, indicate what users should do to correct the problem
Unnecessarily
hostile messages using violent terminology can disturb non-technical users:
FATAL
ERROR, RUN ABORTED
CATASTROPHIC
ERROR: LOGGED WITH OPERATOR
Negative
terms such as ILLEGAL, ERROR, INVALID, BAD should be eliminated or used
infrequently
|
Poor |
Better |
|
Run-Time error -2147469 (800405): Method Private Profile String of object System failed. |
Virtual memory space consumed. Close some programs and retry. |
|
Resource Conflict Bus: 00 Device: 03 Function: 01 |
Remove your compact flash card and restart |
|
Network connection refused. |
Your password was not recognized. Please retype. |
|
Bad date. |
Drop-off date must come after pickup date. |
User-centered
phrasing
Appropriate
physical format
Development
of effective messages
Recommendations
Increase
attention to message design
Establish
quality control
Develop
guidelines
Have a
positive tone
Be
specific and address the problem in the user's terms
Place
the users in control of the situation
Have a
neat, consistent, and comprehensible format
Carry
out usability test
Collect user performance data
III. Nonanthropomorphic design
Concerns
attributions
of intelligence, autonomy, free will, etc can deceive, confuse, and mislead
users
important
to clarify differences between people and computers
Advocates
of anthropomorphic interfaces suggest that they may be most useful as teachers,
salespeople, therapists, or entertainment figures
An
alternative design is to present a human
author of a package through prerecorded audio or video
Guidelines
Be
cautious in presenting computers as people.
Design
comprehensible, predictable, and controllable interfaces.
Use
appropriate humans for introductions or guides.
Use
cartoon characters in games or childrens software, but usually not elsewhere
Provide
user-centered overviews for orientation and closure.
Do not
use 'I' pronouns when the computer responds to human actions.
Use "you" to guide users, or just state facts.
IV. Display design
Effective
display designs must provide all the necessary data in the proper sequence to
carry out the task
Mullet
and Sano's categories of design principles:
Elegance
and Simplicity: unity, refinement and fitness
Scale,
Contrast, and Proportion: clarity, harmony, activity, and restraint
Organization
and Visual Structure: grouping, hierarchy, relationship, and balance
Module
and Program: focus, flexibility, and consistent application
Image
and Representation: immediacy, generality, cohesiveness, and characterization
Style: distinctiveness, integrity, comprehensiveness, and appropriateness
V. Window design
Introduction
Need to
offer users sufficient information and flexibility to accomplish task, while
reducing window housekeeping actions, distracting clutter, eye-head
movement
opening,
closing, moving, changing size
time
spent manipulating windows instead of on task
Coordinating
multiple windows
Image
browsing
A two-dimensional cousin of hierarchical browsing
The design of image browsers should be governed by the users tasks,
Personal
role management
A role
centered design emphasizes he users tasks rather than the applications and
documents
VI. Color
Guidelines
Use
color conservatively
Limit
the number and amount of colors
Recognize
the power of color to speed or slow tasks
Color
coding should support the task
Color
coding should appear with minimal user effort
Color
coding should be under user control
Design
for monochrome first
Consider
the needs of color-deficient users
Color
can help in formatting
Be
consistent in color coding
Be alert
to common expectations about color codes
Be alert
to problems with color pairings
Use
color changes to indicate status changes
Use color in graphic displays for greater information density