Principles of Graphic Design: Iterative Design, Evaluation Techniques, and Prototyping

Principles of Graphic Design

Simplicity

Contrast

Whitespace

Proximity

Alignment

Color

Typography

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Iterative Design

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Design guidelines reduce # of iterations

Set usability goals for your iterative design process

Evaluation Techniques

Evaluation

Tests usability & functionality

Occurs in lab or field

Evaluates design & implementation

At all stages in design life cycle

Heuristic Evaluation

Form of ‘expert evaluation’

Guided by heuristics (principles, guidelines)

Nielsen’s 10 heuristics

Visibility of system status/feedback

Match b/w system & real world (no jargon, follows irl conventions)

User control & freedom

Emergency exit for choosing wrong function

Supports undo & redo

Consistency & standards

Users shouldn’t wonder whether dif words/situations/actions mean the same thing

Follow platform conventions

Error prevention

Recognition rather than recall

Minimize user’s memory load – make objects/actions/options visible

Instructions should be visible or easily retrievable

Flexibility & efficiency of use

System caters to inexperienced & exp users

Allow users to tailor frequent actions

Aesthetic & minimal design

Avoid extraneous text

Help users recognize, diagnose, recover from errors

Error messages should be clear, precisely indicate problem, constructively suggest a solution

Help & documentation

Better if system can be used w/o documentation

Info should be easy to search, focused on user’s task, list concrete steps to be carried out, not be too long

Severity of usability problems

I don’t agree that this is a usability problem

Cosmetic problem

Minor usability problem

Major usability problem

Catastrophic problem


User Studies

Laboratory studies

Pros: equipment, controlled envrmt, focused testing of specific features

Cons: lack of context, poor user familiarity, difficult to observe cooperation

Field studies

Pros: natural envrmt, context retained, longitudinal study possible

Cons: lack of control, distractions, noise

Think alouds

Pros: simple, shows how system is actually used

Cons: subjective, act of describing may alter task performance

Retrospective think aloud

Transcript played back to participant for comment

Immediately: fresh in mind

Delayed: evaluator has time to identify questions

Necessary where think aloud not possible; useful supplement to TAs

Interviews & Questionnaires

Informal, subjective, relatively cheap

Pro: context-variable, issue exploration, user views, identify unanticipated problems

Con: subjective, time-consuming

Questionnaires

Set of fixed questions given to users

Pro: quick, reaches many users

Con: less flexible, less probing

Need careful design

Req info

Analysis of answers

Question styles

General, open-ended, scalar, MC, ranked

E.g. System Usability Scale (SUS) on Likert scale


Prototyping

Spiral model

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Room built for several iterations of design process

Radial dimension: cost of iteration step (fidelity/accuracy)

Why prototype?

Cheaper & earlier feedback

Experiment w/ alternatives

Easier to change/throw away

Prototype fidelity

Low fidelity: omits details

High fidelity: more like finished product

Fidelity is multidimensional

Breadth (broad/narrow): proportion of features covered (horizontal)

Broad but shallow: features not fully implemented, limited choices, canned data, no error handling

Depth (deep/shallow): degree of functionality (vertical)

Deep but narrow: only enough features to fully implement certain tasks, superficial implementations for other features

Other dimensions: look & feel

Look: appearance/graphic design

Sketchy vs. polished

Feel: input method, physical methods which user interacts with prototype

Paper: pointing & writing feels different from mouse & keyboard

Low-fidelity for desktop app

Common prototyping techniques

Paper prototypes (vertical)

Fast & easy

Focuses on big picture

Natural interaction

Look & feel: low fidelity

Depth: high fidelity (backend is simulated)

What you can learn

Conceptual model: do users understand it?

Functionality: does it do what’s needed?

Navigation & task flow: can users find their way around?

Terminology: do users understand labels & conventions?

What you can’t learn

Final look: color, font, whitespace

Efficiency & technical feasibility

Scrolling

Exploration vs deliberation

Users are more deliberate w/ paper prototypes

Don’t explore as much

User may be less likely to say what they really think

Roles: computer, facilitator, observer

Wireframes

Line drawings of UI screens (hand drawn or computer-drawn)

Great tool for making paper prototype

Computer prototypes (horizontal)

Look & feel: high-fidelity

Depth: low-fidelity

Generally doesn’t have backend

What you can learn:

Most of what you can from paper proto – minus depth

Screen layout: clear/distracting? can users find important elements?

Colors, fonts, icons, other elements

Interactive feedback

Do users notice & respond to status bar messages, cursor changes, other feedback?

Techniques

Storyboard/wireframes: screenshots connected by hyperlinks

Form builder: real windows assembled from a palette of widgets

Draw real, working form interface

Pros: actual controls (not just pics), can hook into backend, can keep some code

Cons: limits thinking & design w/ standard widgets, less helpful for rich graphic interfaces e.g. circuit-drawing editor

Wizard of Oz: computer frontend, human backend

Wizard of Oz prototype

Software simulation w/ human in backend

Often used to simulate future tech

2 interfaces to worry about: user’s & wizard’s


Sketching & Storyboarding

Properties of Sketches

Quick, cheap, disposable, plentiful, minimal detail, ambiguous

If you can’t afford to throw it away, it’s prob not a sketch

Dialog w/ Sketch

Create: mind (new knowledge) -> sketch (new knowledge)

Read: sketch -> mind

Sketches are not prototypes


SKETCH

PROTOTYPE

Evocative

Didactic

Suggest

Describe

Explore

Refine

Question

Answer

Propose

Test

Provoke

Test

Tentative

Specific

Noncommittal

Depiction


Storyboards: capture the experience – not just the UI