User
Centered Design
Interface
design should begin with the user and the reasons they are
using the product. As Negroponte says, "Why
can't telephone designers understand that none of us want
to dial a telephone? We want to reach people on the telephone!"
We are at
a place in history where we are adapting computers to human
needs by replicating human features into processes and systems
and by researching the cognitive, linguistic, and psychological
events of humans.
Interface
design goes beyond static screens with no color or moving
elements. Interface design is shifting metaphors and designing
products from a holistic perspective (Saba, 1995).
Don Norman
says, "Every
interface designer is a system designer"
(Laurel, 1991). This system can include utilizing constructivist
learning theories to provide users with new ways of thinking
about books, classrooms, and learning (Cunningham, 1993).
Future interfaces
can provide learners with interfaces allowing them to collaborate
with other students on a project; products that give a user
the ability to develop their own links throughout a hypertext
book to create meanings for themselves; interfaces that
provide an expert at your fingertips to clarify or restate
a theory.
Designs
will incorporate new modalities such as spoken language
as well as advanced graphical techniques such as animation
and virtual reality. The future of interface design is a
total system.
Every element
in the design process plays a part in the development of
the interface, from the kind of hardware, content, and the
people developing the product.
However,
no matter how technologies change over the next five years,
the systematic ways of studying people is still going to
be the key to success of interface designs (Laurel, 1993).
Interface
Design in a Hypertext Environment
When designing
an interface you must keep in mind ease of use and a users
ability to navigate successfully through the information.
A user can
get disoriented easily when using a hypertext document so
you want an intuitive and logical organization of information.
You want
people to be able to use your product without much prior
training. Therefore, when designing an interface three of
the most important issues are:
- identifying
users' needs;
- generating
a metaphor;
- creating
a functional model.
Design
Phases
The conceptualization
phase includes a task analysis.
A task analysis
identifies your specific users' needs, their tasks and or
topics. It is critical to a successful design to understand
the total system of how, when, what, and where the information
is accessed and used.
Design decisions
should be made considering this identified audience. Users
can be brought into the design process early by conducting
focus groups using storyboards to illustrate the interface
design. This early evaluation prototyping process can introduce
valuable information and save time (Laurel, 1993).
Generating
a metaphor introduces and familiarizes the user with the
structure and organization of the information. Metaphors
help relate prior knowledge to new information (Gordon pg.
154) and anchor new information to old information. This
gives a learner an opportunity as Gagne (1985) would say
to selectively encode the information for future retrieval.
The graphics
related to this metaphor also play a key role in conveying
information. Graphics capture the user's attention and help
them process relevant information (Gordon pg. 154-155) and
the metaphor gives you the structure to "chunk" and logically
group information for the learner (as cited in Fleming,
1993).
The user
is then able to quickly scan the table of contents for the
desired information and obtain it. Building an intuitive
product is an important part of using a metaphor because
the user is already familiar with the structure of the design.
Creating
a functional model or rapid prototyping (as cited in Gordon,
1995) is a primary issue in interface design today. However,
rapid prototyping can be as simple or complicated as you
or your client desires.
There are
several products available today giving designers the power
to develop a prototype in just a few days. Since rapid prototyping
has become so easy, usability testing has become even more
important.
This formative
evaluation or testing of a product design provides valuable
information in the early stages of the design process. This
feedback allows the designer opportunities to easily improve
and change the interface saving time and money.
Prototyping
can include either a basic storyboard or sketch of what
a typical screen could look like or it could include a few
branching buttons to other content areas in a computer based
application or could be totally interactive piece of software
(Gordon, 1995).
Prototypes
are believable models of what you may want your real thing
to look like, but more importantly prototyping is cost effective
and is an efficient way of developing a usable interface.
Important features of rapid prototyping are:
- ability
to get feedback from the user early in design phases;
- ability
to redesign user interface according to users needs and
expectations;
- saves
time and money;
- aids
in developing a more user friendly product;
- allows
users to try out the interface.
Usability
Testing
Usability
testing is matched perfectly with rapid prototyping because
it can be done simultaneously.
For example
Sun began usability early in the design phase by asking
users for feedback about their color paper based interface
mockup. Another interesting formative test Sun conducted
was a card sorting activity. They wrote concepts on index
cards and had the users sort similar concepts into the same
pile (Nielsen, 1995).
This activity
provides the user an opportunity to chunk and organize information
according to their perceptions (Fleming, 1993) and provides
the designer with insight into their mental model (Nielsen,
1995).
Sun also
filmed a person navigating through the prototype. Using
two cameras they captured the computer screen and the second
camera focused on the user recording their interactions.
Analysis
of the video content is conducted to gain quantitative information,
such as counting the number of test subjects who finish
a particular task, or how long each task takes, or how many
errors each makes, or how many questions asked while performing
the task.
Testing
can also be qualitative such as comments from the test subjects
while performing tasks or observations of the test team.
Data can be collected on the following:
- task
completion time,
- task
success rate,
- user
satisfaction,
- user
product preference.
There is
also data logging software that can track the clicks of
a person in a particular software program giving you the
completion rates of tasks. Test goals should be specific,
not general as in "testing if it works." There are four
types of usability testing:
- Formative
Evaluation is done early in a project helping to guide
the design development.
- Summative
Evaluation is done when a project is complete.
- Comparative
Evaluation compares two ways of presenting the same information.
- Protocol
Analysis asks users to speak their thoughts either while
performing a task (concurrent verbalization) or after
(retrospective verbalization).
Instructional
Strategies
Some other
important instructional strategies when designing an interface
is organizing information into consistent segments, presenting
chunks or units of information and presenting concepts using
multiple, complementary symbols, formats, and perspectives
all which improves learning (Hannafin, 1993).
In hypertext
it is important to use visual markers. Visual markers or
symbols allows the user to determine where he/she is at
within that document.
This helps
alleviate what Kerr (as cited in Fleming, 1993) calls the
"wayfinding problem." Giving a user visual clues within
a hypertext document or web site is critical to their ability
to successfully navigate through that virtual space.
Upfront
organizers and visual clues help the user orient themselves
and make mental maps of the information. For example, by
providing a visual marker such as a signature bar the user
can determine where he/she is in the document at any given
point. It is important to incorporate these points into
the interface design.
Consistency
is also critical as Tullis states (as cited in Gordon, 1994)
"based on knowledge of the location of some items on the
screen, one should be able to predict the locations of others"
and that is achievable through using consistent page design.
A concern
in web design is the user may not always come into a document
from the top or home page. The user may do a search on the
web and pull up a document in the middle of its hierarchical
structure.
It is critical
to give the user tools to navigate within that document
without regard to the browser's navigational tools. Providing
consistent navigational buttons on each page, the user can
always get to the top or home page of the document.
Interface,
Hypertext and the Future
Hypertext
through the World Wide Web (WWW) links us to the world.
It links us to people we have never met before and to real
experiences we could previously only read about.
The Internet's
WWW relies upon hypertext to disseminate information and
interface design is a critical element to it's success.
We are at
a point in history where information can be disseminated
at a pace before unknown to man. Over the past four years
the Internet has changed our reality.
The rate
of growth is exciting, Forrester
Research states, "By
2002, 43% of U. S. households will have access and over
320 million worldwide will be online by 2002."
One final
note, no matter how technologies change in the future, the
systematic ways of studying people are still going to be
the key to successful interface/hypertext designs (Laurel,
1993).
The future
is here, let's put on our best "interface".
References
Cunningham,
D. J., Duffy, T. M., & Knuth, R. A. (1993). Textbook of
the future.
C. McKnight,
A. Dillon, & J. Richardson (Eds.), Hypertext: A psychological
perspective, (pp. 19-49). NY:
Ellis Fleming,
M., & Levie, W. H. (1993). Instructional message design.
Englewood Cliffs, NJ: Educational Technology Publications.
Gagne, R.
M., & Merrill, M. D. (1990). Integrative goals for instructional
design. Educational Technology Research & Development,
38(1), 23-30.
Gordon,
Sallie E. (1994). Systematic training program design: maximizing
effectiveness and minimizing liability. Englewood Cliffs,
NJ: Prentice Hall.
Park, I.
& Hannafin, M. J. (1993). Empirically-based guidelines
for the design of interactive multimedia. Educational Technology
Research and Development, 41 (3), 63-85.
Laurel,
B. (1991). Introduction. In The art of human-computer interface
design (B. Laurel, Ed.). Menlo Park, CA: Addison Wesley
Publishing Company, Inc.