Multimedia User Interface Design Alistair US Tcliffe

Total Page:16

File Type:pdf, Size:1020Kb

Multimedia User Interface Design Alistair US Tcliffe 17 Multimedia User Interface Design Alistlir sS tAliife CONTENTS 17.1 Introduction ..................................................................................................................................................................... 387 17.2 Definitions and Terminology ........................................................................................................................................... 388 17.3 Cognitive Background ..................................................................................................................................................... 389 17.3.1 Perception and Comprehension ........................................................................................................................... 389 17.3.2 Selective Attention ............................................................................................................................................... 389 17.3.3 Emotion and Arousal ........................................................................................................................................... 389 17.3.4 Learning and Memorization ................................................................................................................................ 390 17.4 Design Process ................................................................................................................................................................. 391 17.4.1 Users, Requirements, and Domains .................................................................................................................... 391 17.4.2 Information Architecture ..................................................................................................................................... 392 17.4.3 Media Selection and Combination ....................................................................................................................... 394 17.4.3.1 Media Selection .................................................................................................................................... 395 17.5 Media Design for User Engagement ................................................................................................................................ 395 17.5.1 Multimedia to Motivate and Persuade ................................................................................................................. 395 17.5.2 Media for Emotional Effects ............................................................................................................................... 397 17.5.3 Multimedia and Aesthetic Design ....................................................................................................................... 398 17.6 Interaction and Navigation ............................................................................................................................................... 399 17.6.1 Metaphors and Interaction Design ....................................................................................................................... 399 17.6.2 Navigation ............................................................................................................................................................400 17.6.3 Design for Attention ............................................................................................................................................ 401 17.6.3.1 Still Image Media ................................................................................................................................. 402 17.6.3.2 Moving Image Media ............................................................................................................................ 402 17.6.3.3 Linguistic Media (Text and Speech) ..................................................................................................... 402 17.7 Conclusions ...................................................................................................................................................................... 403 References ................................................................................................................................................................................. 403 17.1 INTRODUCTION 2005; Faraday and Sutcliffe 1996, 1997, 1998; Sutcliffe and Faraday 1994). A more detailed description is given The distinguishing characteristics of multimedia are infor- in Sutcliffe (2003). The time-to-market pressure gives lit- mation-intensive applications that have a complex design tle incentive for systematic, principled design, so at first space for presenting information to people. Design of multi- reading, a systematic approach may seem to be counter to media interfaces currently leaves a lot to be desired. As with the commercial drivers of development. However, I would many technologies, it is the fascination with new devices, argue that if multimedia design does not adopt a usability functions, and forms of interaction that has motivated design engineering approach, it will fail to deliver effective and rather than ease of use, or even utility of practical applica- usable products. tions. Poor usability limits the effectiveness of multimedia Traditional multimedia markets have been in education products, which might look good but do not deliver effective and training, although dialogue in many systems has been use (Scaife et al. 1997). With the growth of the web, use of restricted to drill and quiz interaction, interactive simula- media has become a vital component of attractive and engag- tions and microworlds are more effective (Rogers and Scaife ing design. 1998). Multimedia has been used extensively in task-based This chapter describes a design process that starts applications in process control and safety-critical systems with an information analysis then progresses to deal with (Alty 1991; Hollan, Hutchins, and Weitzman 1984). With the issues of media selection and integration. The background advent of the Web 2.0 and beyond, interactive multimedia is to the method and its evolution with experience can be a continuing design challenge. found in several publications (Sutcliffe and De Angeli 387 388 The Human–Computer Interaction Handbook Design for multimedia user interfaces (UIs) expands • Message: The content of communication between a conventional definitions of usability (e.g., ISO 9241 Part 11: sender and receiver. ISO 1997) into five concerns as follows: • Medium (plural media): The means by which that content is delivered. Note that this is how the mes- 1. Operational usability: It is the conventional sense sage is represented rather than the technology for of usability that concerns design of graphical user storing or delivering a message. There is a distinc- interface (GUI) features such as menus, icons, meta- tion between perceived media and physical media phors, and navigation in hypermedia. such as CD-ROM and hard disk. 2. Information delivery: It is a prime concern for mul- • Modality: The sense by which a message is sent or timedia or any information-intensive application received by people or machines. This refers to the and raises issues of media selection, integration, and senses of vision, hearing, touch, smell, and taste. design for attention. 3. Learning: Training and education are both impor- A message is conveyed by a medium and received through tant markets for multimedia and hence learnability a modality. A modality is the sensory channel that we use to of the product and its content are key quality attri- send and receive messages to and from the world, essentially butes. However, design of educational technology is our senses. Two principal modalities are used in human– a complex subject in its own right, and multimedia computer communication as follows: is only one part of the design problem. 4. Utility: In some applications, this will be the func- 1. Vision: All information received through our eyes, tionality that supports the user’s task; in others, including text and image-based media information delivery and learning will represent the 2. Hearing: All information received through our ears, value perceived by the user. as sound, music, and speech 5. Engagement and attractiveness: The attractiveness of multimedia is now a key factor especially for In the future, as multimedia converges with virtual reality websites. Multimedia interfaces have to attract users (VR), we will use other modalities more frequently: haptic and deliver a stimulating user experience, as well as (sense of touch), kinaesthetic (sense of body posture and bal- being easy to use and learn. ance), gustation (taste), and olfaction (smell). These issues are dealt with in Chapters 19 and 29. Multimedia design involves several specialisms, which are Defining a medium is not simple because it depends on technical subjects in their own right. For instance, design of how it was captured in the first place, how it was designed, text is the science (or art) of calligraphy that has developed and how it has been stored. For example, photograph can be new fonts over many years; visualization design encompasses taken on film, developed, and then scanned into a computer the creation of images, either drawn or captured as photo- as a digitized image. The same image may have been cap- graphs. Design of moving images, cartoons, video, and film tured directly by a digital camera and sent to a computer as are further specializations, as are musical
Recommended publications
  • User Interaction Design for Secure Systems
    User Interaction Design for Secure Systems Ka-Ping Yee Report No. UCB/CSD-02-1184 May 2002 Computer Science Division (EECS) University of California Berkeley, California 94720 Supported by NSF award #EIA-0122599 ITR/SI: Societal Scale Information Systems: Technologies, Design and Applications User Interaction Design for Secure Systems Ka-Ping Yee [email protected] Computer Science Department University of California, Berkeley Abstract Perhaps the most spectacular class of recent security problems is the e-mail virus, which is a good real-life The security of any computer system that is configured example of a security violation in the absence of software and operated by human beings critically depends on the errors. At no point in the propagation of the virus does information conveyed by the user interface, the decisions any application or system software do anything other of the computer users, and the interpretation of their than exactly what its programmers would expect: the e- actions. We establish some starting points for reasoning mail client correctly displays the message and correctly about security from a user-centred point of view, by decodes the attached virus program; the system correctly modelling a system in terms of actors and actions and executes the virus program. Rather, the problem has introducing the concept of the subjective actor-ability occurred because the expectations of the programmer state. We identify ten key principles for user interaction became inconsistent with what the user would want. design in secure systems and give case studies to Our purpose here is to present a way of thinking about illustrate and justify each principle, describing real-world this type of issue.
    [Show full text]
  • Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation
    School of Computing Blekinge Institute of Technology Visibility Aspects Importance of User Interface Reception in Cloud Computing Applications with Increased Automation Denis Haxhixhemajli Thesis submitted for completion of Master of Science (120 credits) Main field of study: Computer Science Specialization: Informatics School of Computing Blekinge Institute of Technology SE-371 79 Karlskrona Sweden This thesis is submitted to the School of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Master of Science (120 credits) in Computer Science with specialization in Informatics. The thesis is equivalent to 20 weeks of full time studies (30 credits). Contact Information: Author: Denis Haxhixhemajli Address: Rruga “UÇK” BII Nr:12, Pristina 10000, Republic of Kosovo E-mail: [email protected] University advisor: Hans Kyhlbäck School of Computing Blekinge Institute of Technology School of Computing Internet : www.bth.se/com Blekinge Institute of Technology Phone : + 46 455 38 50 00 SE-371 41 Karlskrona Fax : + 46 455 38 50 57 Sweden ii ACKNOWLEDGEMENTS I would like to thank my parents for their continuous support. Special thanks to my Supervisor: Hans Kyhlbäck, as I could not have done this without his detailed, precise and motivating feedback, especially for his ideas to make things better. I would also like to thank the people who participated in the scenario of this thesis. Finally, a big thanks goes to the whole academic staff of this Master’s program for their extra effort to make it awesome: Sara Eriksén, Per Flensburg, Stig Holmberg, Lars-Olof Johansson, Christian Östlund, Lars Svensson, Sten Carlsson, Viveca Asproth, Christina Amcoff Nyström, Anita Håkansson, Ulrica Skagert and Sofia Swartz.
    [Show full text]
  • A Review of User Interface Design for Interactive Machine Learning
    1 A Review of User Interface Design for Interactive Machine Learning JOHN J. DUDLEY, University of Cambridge, United Kingdom PER OLA KRISTENSSON, University of Cambridge, United Kingdom Interactive Machine Learning (IML) seeks to complement human perception and intelligence by tightly integrating these strengths with the computational power and speed of computers. The interactive process is designed to involve input from the user but does not require the background knowledge or experience that might be necessary to work with more traditional machine learning techniques. Under the IML process, non-experts can apply their domain knowledge and insight over otherwise unwieldy datasets to find patterns of interest or develop complex data driven applications. This process is co-adaptive in nature and relies on careful management of the interaction between human and machine. User interface design is fundamental to the success of this approach, yet there is a lack of consolidated principles on how such an interface should be implemented. This article presents a detailed review and characterisation of Interactive Machine Learning from an interactive systems perspective. We propose and describe a structural and behavioural model of a generalised IML system and identify solution principles for building effective interfaces for IML. Where possible, these emergent solution principles are contextualised by reference to the broader human-computer interaction literature. Finally, we identify strands of user interface research key to unlocking more efficient and productive non-expert interactive machine learning applications. CCS Concepts: • Human-centered computing → HCI theory, concepts and models; Additional Key Words and Phrases: Interactive machine learning, interface design ACM Reference Format: John J.
    [Show full text]
  • User Interface Design
    User interface design ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 1 Objectives ● To suggest some general design principles for user interface design ● To explain different interaction styles and their use ● To explain when to use graphical and textual information presentation ● To explain the principal activities in the user interface design process ● To introduce usability attributes and approaches to system evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 2 Topics covered ● Design issues ● The user interface design process ● User analysis ● User interface prototyping ● Interface evaluation ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 3 The user interface ● User interfaces should be designed to match the skills, experience and expectations of its anticipated users. ● System users often judge a system by its interface rather than its functionality. ● A poorly designed interface can cause a user to make catastrophic errors. ● Poor user interface design is the reason why so many software systems are never used. ©Ian Sommerville 2004 Software Engineering, 7th edition. Chapter 16 Slide 4 Human factors in interface design ● Limited short-term memory • People can instantaneously remember about 7 items of information. If you present more than this, they are more liable to make mistakes. ● People make mistakes • When people make mistakes and systems go wrong, inappropriate alarms and messages can increase stress and hence the likelihood of more mistakes. ● People are different • People have a wide range of physical capabilities. Designers should not just design for their own capabilities. ● People have different interaction preferences • Some like pictures, some like text. ©Ian Sommerville 2004 Software Engineering, 7th edition.
    [Show full text]
  • Methods and Qualities of a Good User Interface Design
    2008:PR002 User Interface Design – Methods and Qualities of a Good User Interface Design Ravi Chandra Chaitanya Guntupalli MASTER’S THESIS Software Engineering, 2008 Department of Technology, Mathematics and Computer Science MASTER’S THESIS User Interface Design – Methods and Qualities of a Good User Interface Design Summary User interface (UI) plays a vital role in software. In terms of visibility, its design and precision holds the primary importance for depicting the exact amount of information for the intended user. Every minor decision taken for the designing of UI can contribute to the software both positively and negatively. Therefore, our study is intended to highlight the strategies that are currently being used for successfully designing UIs, and make appropriate suggestions for betterment of UI designs based on case studies and research findings. Author: Ravi Chandra Chaitanya. Guntupalli Examiner: Dr. Samantha Jenkins Advisor: Dr. Samantha Jenkins Programme: Software Engineering, 2008 Subject: Software Engineering Level: Master Date: June, 2008 Report Number: 2008:PR002 Keywords User interface design, Software Quality, Reliability, Efficiency, Conciseness, Portability, Consistency, Maintainability, Understandability, System status visibility, System consistency, Error handling, Feedback systems, Memory loading, Efficiency, Appropriate outlook, UI design principles, Usability design, Interface design, Information design, Stake holder, End user. Publisher: University West, Department of Technology, Mathematics and Computer Science,
    [Show full text]
  • User Interface Design 3 0 0 3
    COURSE CODE COURSE TITLE L T P C 1152CS108 USER INTERFACE DESIGN 3 0 0 3 A. Preamble : The design of user interfaces for machines and software, such as computers, home appliances, mobile devices, and other electronic devices, with the focus on maximizing the user experience. The goal of user interface design is to make the user’s interaction as simple and efficient as possible, in terms of accomplishing user goals (user-centered design). B. Prerequisite Courses: Sl. No Course Code Course Name 1 1150MA202 Engineering Mathematics I C. Related Courses: Sl. No Course Code Course Name 1 1151CS102 Data Structures 2 1151CS113 Computer Graphics and Image Processing D. Course Educational Objectives : Learners are exposed to Describe the web user Interface Describe the structure of user Interface and design process Organize the web systems and control E. Course Outcomes : Upon the successful completion of the course, students will be able to Knowledge Level CO Course Outcomes (Based on revised No’s Bloom’s Taxonomy) Describe the Characteristics of Graphics Interface and its K2 CO1 Principles Design the standards and structures for Human computer K2 CO2 interaction CO3 Understand the components of web systems and text boxes K2 Demonstrate the Guidance of multimedia systems and its K3 CO4 accessibility CO5 Summarize the concepts of windows layout and visualization K2 F. Correlation of Cos with Pos : Cos PO1 PO2 PO3 PO4 PO5 PO6 PO7 PO8 PO9 PO10 PO11 PO12 PSO1 PSO2 PSO3 CO1 M M L CO2 M L M L M CO3 M L M L L CO4 M M L L L M CO5 H L M L L L L H- High; M-Medium; L-Low G.
    [Show full text]
  • Adaptation of User Interface Based on Contextual Feedback
    Adaptation of User Interface Based on Contextual Feedback Robertas Damaševičius, Paulius Paškevičius Department of Software Engineering Kaunas University of Technology Kaunas, Lithuania [email protected] Abstract—The spread of social networks and other online The users are no longer the consumers of media content, but collaboration-related practices changes the target of software also want to act as producers of content or even co-designers of products from a single user to virtual communities. Such content delivery platforms [4] to have impact on the face of the communities view user interfaces of social websites as virtual community. communication partners (facilitators) rather than mere communication medium. Effective communication requires The strength of relationships that bind a member to a proper feedback from community-driven systems that create the community can be influenced by the impact a member can illusion of active participation and control. Furthermore, make as well as a feedback that a member can receive from a feedback combined with community effort and evaluation community. The success of a virtual community relies on the mechanisms such as crowdvoting can be used as a vehicle for voluntary contribution of valuable intellectual property of adaptation of interfaces to the requests of community. The individuals to a community without explicit compensation [5]. implementation of community-driven interfaces requires the Even if an individual does not receive any explicit reward for extension of existing user interface development architectures his/her contribution, he/she often wants his/her contribution to and design patterns. In this paper we analyse known user make impact or at least be seen.
    [Show full text]
  • Master's Thesis
    Faculty of Computer Science Chair of Media Design MASTER'S THESIS IMPROVING DESIGN MATURITY BY APPLYING OPTIMIZED UX DESIGN WORKFLOWS Olga Davydkina MN 3757874 Chair of Media Design Faculty of Computer Science Dresden University of Technology Robotron Datenbank-Software GmbH Stuttgarterstr. 29 01189 Dresden Supervising university lecturer: Herr Prof. Dr.-Ing. habil. Rainer Groh Supervisors by Robotron: Frau Ines Hermel, Herr Dr. Hilko Donker Dresden, 29.08.2017 NOTE OF THANKS This research was supported by Robotron Datenbank-Spftware GmbH. I thank all the colleagues from Robotron, who provided insight and expertise that greatly assisted my research. I express my warm thanks to Prof. Dr.-Ing. habil. Rainer Groh and Dr.-Ing. Ingmar S. Franke for their aspiring guidance, constructive criticism and friendly advice during my research. I thank all the employees of the Chair of Media Design at the Dresden University of Technology for supporting and inspiring me during all my studies. I would like to express my sincere gratitude to my advisors from Robotron Ines Hermel and Dr. Hilko Donker for the continuous support of my master’s thesis and related research, for their patience, motivation, and immense knowledge. Their guidance helped me in all the time. Last but not the least, I would like to thank my family: my parents and my friends for supporting me spiritually throughout writing this thesis. CONFIRMATION I confirm that I independently prepared the thesis and that I used only the references and auxiliary means indicated in the thesis. Dresden, 29 August 2017 ABSTRACT User experience (UX) describes the way a user feels when interacting with a software and plays an important role for the user’s satisfaction with a software product.
    [Show full text]
  • User Interface Software Tools
    User Interface Software Tools Brad A. Myers August 1994 CMU-CS-94-182 School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Also appears as Human-Computer Interaction Institute Technical Report CMU-HCII-94-107 This report supersedes CMU-CS-92-114 from February, 1992, published as: Brad A. Myers. ‘‘State of the Art in User Interface Software Tools,’’ Advances in Human- Computer Interaction, Volume 4. Edited by H. Rex Hartson and Deborah Hix. Norwood, NJ: Ablex Publishing, 1993. pp. 110-150. Abstract Almost as long as there have been user interfaces, there have been special software systems and tools to help design and implement the user interface software. Many of these tools have demonstrated significant productivity gains for programmers, and have become important commercial products. Others have proven less successful at supporting the kinds of user interfaces people want to build. This article discusses the different kinds of user interface software tools, and investigates why some approaches have worked and others have not. Many examples of commercial and research systems are included. Finally, current research directions and open issues in the field are discussed. This research was sponsored by NCCOSC under Contract No. N66001-94-C-6037, ARPA Order No. B326. The views and conclusions contained in this document are those of the authors and should not be interpreted as representing the official policies, either expressed or implied, of NCCOSC or the U.S. Government. CR CATEGORIES AND SUBJECT DESCRIPTORS: D.2.2 [Software Engineering]: Tools and Techniques-User Interfaces; H.1.2 [Models and Principles]: User/Machine Systems-Human Factors; H.5.2 [Information Interfaces and Presentation]: User Interfaces-User Interface Management Systems; I.2.2 [Artificial Intelligence]: Automatic Programming-Program Synthesis; ADDITIONAL KEYWORDS AND PHRASES: User Interface Software, Toolkits, Interface Builders, User Interface Development Environments.
    [Show full text]
  • Task-Based User Interface Design
    TASK-BASED USER INTERFACE DESIGN Martijn van Welie SIKS Dissertation Series No. 2001-6. The research reported in this thesis has been carried out under the auspices of SIKS, the Dutch Graduate School for Information and Knowledge Systems. Promotiecommissie: prof.dr. J.C. van Vliet (promotor) dr. G.C. van der Veer (co-promotor) dr. A. Eliens¨ (co-promotor) dr. F. Paterno` (CNUCE Italy, referent) prof.dr. M. Rauterberg (IPO & Technische Universiteit Eindhoven) prof.dr. J.M. Akkermans (Vrije Universiteit Amsterdam) prof.dr. B. Wielinga (University of Amsterdam) Copyright c 2001 by Martijn van Welie. VRIJE UNIVERSITEIT TASK-BASED USER INTERFACE DESIGN ACADEMISCH PROEFSCHRIFT ter verkrijging van de graad van doctor aan de Vrije Universiteit Amsterdam, op gezag van de rector magnificus prof.dr. T. Sminia, in het openbaar te verdedigen ten overstaan van de promotiecommissie van de faculteit der Exacte Wetenschappen Wiskunde en Informatica op dinsdag 17 april 2001 omn 13.45 uur in het hoofdgebouw van de universiteit, De Boelelaan 1105 door Martijn van Welie geboren te Lisse Promotor: prof.dr. J.C. van Vliet Copromotoren: dr. G.C. van der Veer dr. A. Eliens¨ Preface This thesis could not have been written without the help and inspiration of many people around me. At the Vrije Universiteit, I was in an interesting environment with many different ideas. I want to thank Gerrit van der Veer, Anton Eliens¨ and Hans van Vliet for their enthusiasm and how they enriched my research by showing me their perspectives. Thanks to Gerrit for introducing me to the “world of Human Computer Interaction”.
    [Show full text]
  • Process in User Interface Development
    University of Montana ScholarWorks at University of Montana Graduate Student Theses, Dissertations, & Professional Papers Graduate School 1998 Process in user interface development Srinivas V. Mondava The University of Montana Follow this and additional works at: https://scholarworks.umt.edu/etd Let us know how access to this document benefits ou.y Recommended Citation Mondava, Srinivas V., "Process in user interface development" (1998). Graduate Student Theses, Dissertations, & Professional Papers. 5121. https://scholarworks.umt.edu/etd/5121 This Thesis is brought to you for free and open access by the Graduate School at ScholarWorks at University of Montana. It has been accepted for inclusion in Graduate Student Theses, Dissertations, & Professional Papers by an authorized administrator of ScholarWorks at University of Montana. For more information, please contact [email protected]. Maureen and Mike MANSFIELD LIBRARY TheUniversityofMONTANA Permission is granted by the author to reproduce this material in its entirety, provided that this material is used for scholarly purposes and is properly cited in published works and reports. * * Please check "Yes" or "No" and provide signature * * Yes, I grant permission * No, I do not grant permission______ i Author's Signature __________________ Date ________ _______________ ___ Any copying for commercial purposes or financial gain may be undertaken only with the author's explicit consent. A PROCESS IN USER INTERFACE DEVELOPMENT by Srinivas V. Mondava B.S. Shivaji University, 1988 Presented in partial fulfillment of the requirements for the degree of Master of Science University of Montana 1998 Approved by: Chairperson Dean, Graduate School C.-23-‘?r Date UMI Number: EP40585 All rights reserved INFORMATION TO ALL USERS The quality of this reproduction is dependent upon the quality of the copy submitted.
    [Show full text]
  • What Is Interaction Design?
    Bad designs – Elevator controls and labels on the bottom row all look the same, so it is easy to push a label by Chapter 1: mistake instead of a control button What is interaction design? – People do not make same mistake for the labels and buttons on the top row. Why not? From: www.baddesigns.com Why is this vending machine Good design so bad? • Need to push • Marble answering machine (Bishop, button first to 1995) activate reader • Based on how • Normally insert everyday objects bill first before behave • Easy, intuitive and a making selection pleasure to use • Contravenes well • Only requires one- known convention step actions to perform core tasks From: www.baddesigns.com Good and bad design What to design • What is wrong with • Need to take into account: the Apex remote? – Who the users are • Why is the TiVo – What activities are being carried out – Where the interaction is taking place remote so much better designed? – Peanut shaped to fit • Need to optimize the interactions users have in hand with a product – So that they match the users’ activities and needs – Logical layout and color-coded, distinctive buttons – Easy to locate buttons 1 Understanding users’ needs Activity – Need to take into account what people are good and bad at • How does making a call differ – Consider what might help people in the way when using a: they currently do things – Cell phone – Think through what might provide quality user experiences – Public phone box? • Consider the kinds of user, type of – Listen to what people want and get them activity and
    [Show full text]