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Mind map

UID Course

dabkey2010 English

UID Course

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UID Course

  1. User interface

    • "System which human uses to operate the computer"
    • Modalities
      • Use of senses
        • Visual
        • Auditive
        • Haptic
        • Gustatory
        • Olfaction
        • Rare
          • Nociception
          • Thermoception
          • Equilibrioception
      • When used right, can improve user experience
        • Satisfaction
        • Naturalness
        • Pleasantness
        • Freedom of expression
        • Effectiveness
        • Less errors during use
      • If used too much, users' senses might get overloaded
    • Interaction types
      • Instructing
      • Conversing
      • Manipulating
      • Exploring
    • Colours
      • Representations
        • HSV
        • RGB
        • HLS
      • Meaning of colours change in different cultures
      • 10 Commandments
        • Maximum of 5+/2 colours
        • Use centre and peripheral colours approprately
        • Use colors that won't change much when the size of the picture changes
        • Do not use spectrally extreme colours simultaneously
        • Use familiar, consistent colour codings with appropriate references
        • Use the same colour for grouping related elements
        • Use colours consistently
        • Use high value, high saturation colours to draw attention
        • Use redundant colour coding
        • Use colour to enhance black-and-white presentation
      • Blue colour
        • Well-suited for large backgrounds
        • Is hard to see edges of
        • Not for narrow edges or text
        • Colours only varying in the amount of blue have fuzzy edges
    • Text
      • Typeface
        • Use sans serif fonts on displays
      • Type size
        • Too big and too small text is hard to read
      • Letter spacing
        • Letters spaced too far apart and too close together are difficult to read
      • Line spacing
        • Increasing line spacing can help legibility
        • If too big, text might be tought as indivudal pieces
      • Line length
        • Avoid too short lines
        • Max. line length should be around 60 characters
      • Justification
        • Justify on the left, but not necessarily on the right
      • Line endings
        • Try to coincide with grammatical boundaries
    • Modes
      • States of system
      • Helps to avoid clutter
      • Can prevent errors
      • Can cause errors if not presented clearly
      • Might be a necessity on small screens
      • Current mode must be clearly stated
    • Icon
      • A small image to represent feature of the system
      • Has 3 parts
        • Background
        • Theme figure
        • Attribute figure
      • Based on recognizable symbols or objects
        • Doesn't need to be a perfect copy
        • Too few or too many cues cause misinterpretations
      • Context is important
        • Culture specific
      • Related text might help understanding
      • " "
    • Culture
      • Internationalisation
        • Design interface to be culture neutral
        • Use resource files
        • Allow space for longer words in other languages
      • Localisation
        • Making changes to fit to the target culture
    • Touch screens
      • Pros
        • Direct
        • Fast
        • Usable with finger or pen
      • Cons
        • Low precision
        • Fatigue
        • User has to be near screen
        • Screen coverage
        • Dirt
      • Guidelines
        • Provide virtual keypads
        • Provide clear navigation
        • Use familiar icons
        • Make elements easily clickable
        • Position and space items systematically
        • Provide meaningful feedback and guide
        • Maintain consistency and provide clear indications
  2. Prototypes

    • Lo-Fi prototype
      • Paper prototype
        • Cheap
        • Easy to edit
        • Gives good information about usability
        • Can't exactly replicate the final product
        • Everyone can make one
        • Requires an assistant to change the views
      • Good for early testing
    • Hi-Fi prototype
      • Good for finalising the UI
      • Electronic, interactive representation of the system
      • Requires more knowledge to build one than a Lo-Fi prototype
      • Might not be as easy to edit as a Lo-Fi prototype
      • Tools
        • Qt
          • Was chosen in the group assignment
        • HTML
        • Balsamiq
        • InVision
        • Many more
    • Are good to use during all stages of developement
      • Testing should be done with the end-user
      • Use planned test cases
  3. Principles of visual design

    • Simplicity
      • Approachability
      • Recognizability
      • Immediacy
      • Usability
    • Clarity
      • Gestalt principles
        • Proximity
        • Similarity
        • Closure
        • Continuity
        • Figure-ground relationship
    • Consistency
      • Internal
        • Colours
        • Layout
        • Indicators and cues
        • Terminology
        • Action and expression
        • Generic commands
        • Style guides can be used
      • External
        • More difficult to achieve than internal consistency
        • The UI is consistent with
          • Other similar UIs
          • The surrounding world
          • Other software
    • Pleasant appearance
      • Composition and layout
        • Canonical layout
        • Many others
      • Do not show too many elements at the same time
      • Use of empty space
      • Ratios more important than the use of space
      • Avoid disturbing backgrounds
  4. Overall product

    • Context of use
      • States
        • How the system is used
        • Where the system is used
        • When the system is used
      • Physical context
        • Spatial location, functional space and place
      • Temporal context
        • Duration
        • Time of day, week, year
        • Before, during, after
      • Task context
        • Multitasking
        • Interruptions
        • Task domain
      • Social context
        • Persons presesnt
        • Interpersonal interaction
        • Culture
    • Value Proposition
      • Relevancy
        • How improves customers' situation
        • How solves customers' problems
      • Quantified value
        • Specific benefits
      • Unique differentation
        • Why should be bought
        • Why not the competitor
    • Mood board
      • Doesn't directly reprsesnt how the final product works
      • Shows
        • Colour palette
        • Fonts
        • Icons
        • Design patterns
        • Overall structure
        • Targeted impressions

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  • UID Course
  • UID Course

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Description
Mind Map on UID Course, created by dabkey2010 on 12/12/2015.
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dabkey2010
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