Human Computer Interface (CSC 409)
The User Interface Design Process
Adedoyin I. OYEBADE
sacnet2015@[Link]
Bowen University,
Iwo, Nigeria
November 14, 2023
OYEBADE A. (Bowen) CSC 409 November 14, 2023 1 / 16
Presentation Overview
1 The User Interface Design Process
Obstacles and Pitfalls in the Development Path
Designing for People
Usability
OYEBADE A. (Bowen) CSC 409 November 14, 2023 2 / 16
Obstacles and Pitfalls in the Development Path
1 The path is littered with obstacles and traps, many of them
human in nature
2 General condition designers must know
• Nobody ever gets it right the first time
• Development is chock-full of surprises
• Good design requires living in a sea of changes.
• Making contracts to ignore change will never eliminate the need
for change.
• Even if you have made the best system humanly possible,
people will still make mistakes when using it.
• Designers need good tools
• You must have behavioral design goals like performance design
goals.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 3 / 16
Obstacles and Pitfalls in the Development Path
1 Pitfalls in the design process exist because of a flawed design
process, including a failure to address critical design issues, an
improper focus of attention, or development team
organization failures.
2 Common pitfalls in design process are
• No early analysis and understanding of the user’s needs and
expectations.
• A focus on using design features or components that are “neat”
or “glitzy.”
• Little or no creation of design element prototypes.
• No usability testing.
• No common design team vision of user interface design goals.
• Poor communication between members of the development
team.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 4 / 16
Designing for People: The Seven Commandments
1 Obstacles to design will always exist, pitfalls can be eliminated
if the following design commandments remain foremost in the
development process
2 Provide a multidisciplinary design team: Provide a balanced
design team, including specialists in:
• Development, including system analysis and software design
• Interface Design
• Visual design
• Usability assessment
• Usability assessment
• Training
OYEBADE A. (Bowen) CSC 409 November 14, 2023 5 / 16
Designing for People: The Seven Commandments
1 Solicit early and ongoing user involvement: Involving the
users in requirements determination and/or testing from the
beginning provides a direct conduit to the knowledge they
possess about jobs, tasks, system goals, and needs.
2 Different types of users may exist:
• End users: Sometimes simply called users, these are the people
who actually use the system to perform tasks and jobs.
• Customers: These are the people within the using organization
who pay for and usually specify the overall objectives and goals
of the system.
• Other interested parties: These are people within the user
organization who also have an interest in the development of
the system.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 6 / 16
Designing for People: The Seven Commandments
1 Solicit early and ongoing user involvement: Benefits
• A more accurate set of requirements will be obtained.
• In some situations there may be improved user acceptance of
the system.
• There is little evidence that systems are either more effective or
efficient when users are closely involved in making design
decisions
• During testing, users can be effectively used as participants.
Emphasis should be on obtaining quantitative data
OYEBADE A. (Bowen) CSC 409 November 14, 2023 7 / 16
Designing for People: The Seven Commandments
1 Solicit early and ongoing user involvement: It is helpful for
users to be involved at every stage in the interface design,
development, and implementation cycle:
• Early in the design process when requirements are being
determined: Users can help by providing design requirements
and specifications, testing early design prototypes, and by
allowing themselves to be observed performing their current
tasks.
• Throughout prototyping to test designs and options:
Feedback and suggestions can made for each prototype tested
in the development process.
• During training: Opinions can be gathered and any additional
problems described.
• After system delivery: Opinions can be gathered and feedback
concerning any additional problems encountered during actual
system use can be provided.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 8 / 16
Designing for People: The Seven Commandments
1 Gain a complete understanding of users and their tasks:
All users, including customers and other interested parties
expect a level of design sophistication from all user interfaces
2 The software must be geared toward people’s need
3 Failure to understand the users and their task will lead to
system failure and rejection
4 Set performance goals such as success rates and the time it
takes to complete tasks.
5 Set preference goals that address satisfaction and acceptance
by users.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 9 / 16
Designing for People: The Seven Commandments
1 Create the appropriate design: The total user experience
must be created, including an appropriate allocation of
function between the user and the system.
2 Use parallel design for design: Involving many developers or
designers
3 This will lead to multiple developers independently evaluate
design requirements and issues and propose design solutions.
4 individual solutions are presented to, and discussed among all
developers.
5 More design ideas are presented and considered, and
developers responded to good ideas no matter who had
proposed them.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 10 / 16
Designing for People: The Seven Commandments
1 Perform rapid prototyping and testing: Prototyping and
testing the product will quickly identify problems and allow
solutions to be developed
2 Prototyping and testing must be continually performed during
all stages of development to uncover all potential defects.
3 If thorough testing is not performed before product release,
the testing will occur in the user’s office
OYEBADE A. (Bowen) CSC 409 November 14, 2023 11 / 16
Designing for People: The Seven Commandments
1 Modify and iterate the design as much as necessary:
Design will be an iterative process
2 Design prototypes will be developed and tested, and changes
will be made on the basis of the test results
3 The process will be repeated, fine-tuning occurring, until all
usability goals are achieved
4 Test, modify, and retest has been proven to work well. This
process is repeated until all usability goals are achieved
OYEBADE A. (Bowen) CSC 409 November 14, 2023 12 / 16
Designing for People: The Seven Commandments
1 Integrate the design of all the system components: The
software, the documentation, the help function, and training
needs are all important elements of a graphical system or Web
site and all should be developed concurrently
2 Concurrent development of all pieces will point out possible
problems much earlier in the design process, allowing them to
be more effectively addressed
OYEBADE A. (Bowen) CSC 409 November 14, 2023 13 / 16
Usability
Usability
Usability refers to ensuring that interactive products are easy
to learn, effective to use, and enjoyable from the person’s
perspective.
1 Characteristics of Usability
• Learnability: How easy is it for users to accomplish basic tasks
the first time they encounter the design?
• Efficiency: Once users have learned the design, how quickly can
they perform tasks?
• Memorability: When users return to the design after a period
of not using it, how easily can they reestablish proficiency?
• Errors: How many errors do users make, how severe are these
errors, and how easily can they recover from the errors?
• Satisfaction: How pleasant is it to use the design?
OYEBADE A. (Bowen) CSC 409 November 14, 2023 14 / 16
Usability
Usability
Usability refers to ensuring that interactive products are easy
to learn, effective to use, and enjoyable from the person’s
perspective.
1 Usability Goals
• Effective: The completeness and accuracy with which users
achieve their goals.
• Efficient: The speed (with accuracy) with which users can
complete their tasks
• Engaging: The degree to which the tone and style of the
interface makes the product pleasing or satisfying to use.
• Error tolerant: How well the design prevents errors and helps
with recovery from those that do occur.
• Easy to learn: How well the product supports both initial
orientation and deepening understanding of its capabilities.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 15 / 16
Common Usability Problems
1 Common usability problems in graphical systems
• Ambiguous menus and icons
• Languages that permit only single-direction movement through
a system
• Input and direct manipulation limits
• Highlighting and selection limitations
• Unclear step sequences.
• More steps to manage the interface than to perform tasks.
• Complex linkage between and within applications.
• Inadequate feedback and confirmation.
• Lack of system anticipation and intelligence.
• Inadequate error messages, help, tutorials, and documentation.
OYEBADE A. (Bowen) CSC 409 November 14, 2023 16 / 16