Human Computer Interaction

User Generated

Nyrknaqre Gbal

Computer Science

Description

Original posting must be 2 - 3 substantive paragraphs (250+ words) with two subsequent replies to colleagues of one solid substantive paragraph (50+ words). Substantive means containing discussion that demonstrates knowledge and ability to analyze the topic at hand. Does not mean simply repeating a previous post or stating "I agree."

This discussion must be your work. Please complete the discussion without any research.

Once you are finished with the discussion, please find an expert opinion that agrees or disagrees with your position.

Chapter 2 of the text presents “The Eight Golden Rules of Interface Design” (p. 70). From your personal website interaction experience, which of these rules do you feel most applies to you? Why? Give examples of websites that represent your position.

Unformatted Attachment Preview

Topic: Discussion 1 х Designing_the_User_Intex S View Questions Studypc x . Х 0 ☆ : file:///C:/Users/sujit/Downloads/Designing_the_User_Interface.pdf 7. Support internal locus of control. Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to their actions. They don't want surprises or changes in familiar behavior, and they are annoyed by tedious data-entry sequences, difficulty in obtaining necessary information, and inability to produce their desired result. 8. Reduce short-term memory load. Humans' limited capacity for information processing in short-term memory (the rule of thumb is that we can remember "seven plus or minus two chunks" of information) requires that designers avoid interfaces in which users must remember information from one screen and then use that information on another screen. It means that cell phones should not require re-entry of phone numbers, web-site locations should remain visible, multiple-page displays should be consolidated, and sufficient training time should be allotted for complex sequences of actions. These underlying principles must be interpreted, refined, and extended for each environment. They have their limitations, but they provide a good starting point for mobile, desktop, and web designers. The principles presented in the ensuing sections focus on increasing users' productivity by providing simplified data-entry procedures, comprehensible displays, and rapid informative feed- back to increase feelings of competence, mastery, and control over the system. 2.3.5 Prevent errors 66 There is no medicine against death, and against error no rule has been found. 1.99 Sigmund Freud (inscription he wrote on his portrait) The importance of error prevention (the fifth golden rule) is so strong that it deserves its own section. Users of cell phones, e-mail, spreadsheets, air-traffic control systems, and other interactive systems make mistakes far more fre- quently than might be expected. Experienced analysts make errors in almost half their spreadsheets, even when the spreadsheets are used in making impor- tant business decisions (Panko, 2008). One way to reduce the loss in productivity due to errors is to improve the error messages nrovided by the interface Better error messages can raise Designing_the_Use........ Canceled Show all Designing_the_Use....... Х O Ask me anything 0 e 1 1:28 AM 22-Mar-17 Topic: Discussion 1 х Designing_the_User_Intex S View Questions Studyp x . Х 0 file:///C:/Users/sujit/Downloads/Designing_the_User_Interface.pdf ☆ : 70 Chapter 2 Guidelines, Principles, and Theories 2.3.4 The Eight Golden Rules of interface design This section focuses attention on eight principles, called “Golden Rules,” that are applicable in most interactive systems. These principles, derived from experience and refined over three decades, require validation and tuning for specific design domains. No list such as this can be complete, but it has been well received as a useful guide to students and designers. The Eight Golden Rules are: 1. Strive for consistency. Consistent sequences of actions should be required in similar situations; identical terminology should be used in prompts, menus, and help screens; and consistent color, layout, capitalization, fonts, and so on should be employed throughout. Exceptions, such as required confirma- tion of the delete command or no echoing of passwords, should be compre- hensible and limited in number. 2. Cater to universal usability. Recognize the needs of diverse users and design for plasticity, facilitating transformation of content. Novice to expert differences, age ranges, disabilities, and technological diversity each enrich the spectrum of requirements that guides design. Adding features for novices, such as explanations, and features for experts, such as shortcuts and faster pacing, can enrich the interface design and improve perceived system quality. 3. Offer informative feedback. For every user action, there should be system feed- back. For frequent and minor actions, the response can be modest, whereas for infrequent and major actions, the response should be more substantial. Visual presentation of the objects of interest provides a convenient environ- ment for showing changes explicitly (see the discussion of direct manipula- tion in Chapter 5). 4. Design dialogs to yield closure. Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the com- pletion of a group of actions gives operators the satisfaction of accomplish- ment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce web sites move users from selecting products to the checkout, سسسسسسسسسلاكمال مسلسل مسلسلے Designing_the_Use....p... Canceled Show all Designing_the_Use....... Х O Ask me anything 0 1 1:27 AM 22-Mar-17 Topic: Discussion 1 х Designing_the_User_Intex S View Questions Studyp x . Х 0 file:///C:/Users/sujit/Downloads/Designing_the_User_Interface.pdf ☆ : 4. Design dialogs to yield closure. Sequences of actions should be organized into groups with a beginning, middle, and end. Informative feedback at the com- pletion of a group of actions gives operators the satisfaction of accomplish- ment, a sense of relief, a signal to drop contingency plans from their minds, and an indicator to prepare for the next group of actions. For example, e-commerce web sites move users from selecting products to the checkout, ending with a clear confirmation page that completes the transaction. 5. Prevent errors. As much as possible, design the system such that users cannot make serious errors; for example, gray out menu items that are not appro- priate and do not allow alphabetic characters in numeric entry fields (Section 2.3.5). If a user makes an error, the interface should detect the error and offer simple, constructive, and specific instructions for recovery. For example, users should not have to retype an entire name-address form if they enter an invalid zip code, but rather should be guided to repair only the faulty part. Erroneous actions should leave the system state unchanged, or the interface should give instructions about restoring the state. 2.3 Principles 71 6. Permit easy reversal of actions. As much as possible, actions should be reversible. This feature relieves anxiety, since the user knows that errors can be undone, and encourages exploration of unfamiliar options. The units of reversibility may be a single action, a data-entry task, or a complete group of actions, such as entry of a name-address block. 7. Support internal locus of control. Experienced users strongly desire the sense that they are in charge of the interface and that the interface responds to Designing_the_Use........ Canceled Show all Designing_the_Use....... Х O Ask me anything 0 1 1:27 AM 22-Mar-17
Purchase answer to see full attachment
User generated content is uploaded by users for the purposes of learning and should be used following Studypool's honor code & terms of service.

Explanation & Answer

Attached.

Running head: HUMAN COMPUTER INTERACTION

Human Computer Interaction
Name
Institution

1

HUMAN COMPUTER INTERACTION

2

Human Computer Interaction
Interactive systems are designed to enhance user experience when utilizing technology to
perform daily activities. The eight golden rules of interface design were created to achieve this
purpose. First, the strive ...


Anonymous
Just what I needed…Fantastic!

Studypool
4.7
Trustpilot
4.5
Sitejabber
4.4

Related Tags