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[Trial version] SSD4
[Trial version] Unit 1
[Trial version] 1.1 Foundation for User-Centered Design and Testing
[Trial version] 1.1.1 Iterative Design
[Trial version] 1.1.2 Basic Concepts of Interactive Programming
[Trial version] 1.1.3 Basic Psychology Needed for Interface Design
[Trial version] Exercise 1
[Trial version] 1.2 A Tool for Creating User Interfaces: Visual Basic
[Trial version] 1.2.1 The Visual Basic Programming Environment
[Trial version] 1.2.2 Writing Visual Basic Code
[Trial version] 1.2.3 Debugging Visual Basic
[Trial version] Exercise 2
[Trial version] 1.3 Tools for Evaluating Usability: Heuristics and Think-Aloud Testing
[Trial version] 1.3.1 Basic Heuristic Evaluation1
[Trial version] 1.3.2 Basic Think-Aloud Usability Testing
[Trial version] 1.3.3 How to Write a Usability Aspect Report (UAR)
[Trial version] Unit 2
[Trial version] 2.1 Creating with Labels, Shapes, and Lines ¡ª Evaluating with Two Heuristics
[Trial version] 2.1.1 Labels, Shapes, and Lines
[Trial version] 2.1.2 HE: Match Between System and the Real World
[Trial version] 2.1.3 HE: Visibility of System Status
[Trial version] Exercise 3
[Trial version] 2.2 Creating with Buttons ¡ª Evaluating with Three Heuristics
[Trial version] 2.2.1 Buttons
[Trial version] 2.2.2 HE: Consistency and Standards
[Trial version] 2.2.3 HE: User Control and Freedom
[Trial version] 2.2.4 HE: Flexibility and Efficiency of Use
[Trial version] Exercise 4
[Trial version] 2.3 Creating with Checkboxes and Radio Buttons ¡ª Evaluating with One Heuristic
[Trial version] 2.3.1 Checkboxes and Radio Buttons
[Trial version] 2.3.2 HE: Error Prevention
[Trial version] 2.4 Creating with ListBoxes and ComboBoxes ¡ª Evaluating with One Heuristic
[Trial version] 2.4.1 ListBoxes and ComboBoxes
[Trial version] 2.4.2 HE: Aesthetics and Minimalist Design
[Trial version] Exercise 5
[Trial version] 2.5 Creating with Combinations
[Trial version] 2.5.1 UpDown and Scrollbar Controls
[Trial version] 2.5.2 TextBox Controls
[Trial version] 2.6 Creating with Containers ¡ª Evaluating with One Heuristic
[Trial version] 2.6.1 Frame Controls
[Trial version] 2.6.2 Tabbed Dialog Controls
[Trial version] 2.6.3 HE: Recognition Rather than Recall
[Trial version] 2.7 Two More Heuristics for Evaluating Interfaces
[Trial version] 2.7.1 HE: Help and Documentation
[Trial version] 2.7.2 HE: Help Users Recognize, Diagnose, and Recover from Errors
[Trial version] Exercise 6
[Trial version] 2.8 Menu Controls and Some Example UARs
[Trial version] 2.8.1 Menu Controls
[Trial version] 2.8.2 Example UARs
[Trial version] Unit 3
[Trial version] 3.1 Basic Issues in Think-Aloud Testing
[Trial version] 3.1.1 What Is Think-Aloud Usability Testing?
[Trial version] 3.1.2 Ethics for Empirical Studies
[Trial version] 3.2 How to Conduct a Think-Aloud Usability Test
[Trial version] 3.2.1 Defining the Study's Framework
[Trial version] 3.2.2 Choosing What to Observe
[Trial version] 3.2.3 Preparing for the Observation
[Trial version] 3.2.4 Introducing Participants to the Procedure
[Trial version] 3.2.5 Conducting the Observation
[Trial version] 3.2.6 Analyzing the Observation
[Trial version] 3.2.7 Finding Possible Redesigns
[Trial version] 3.2.8 Writing a Summarizing Report
[Trial version] Exercise 7
[Trial version] 3.3 Think-Aloud Testing vs. Heuristic Evaluation
[Trial version] 3.3.1 Comparing Heuristic Evaluation with Think-Aloud Usability Testing
[Trial version] Unit 4
[Trial version] 4.1 Object Placement and Drawing
[Trial version] 4.1.1 Coordinate Systems and Object Placement
[Trial version] 4.1.2 Drawing Primitives
[Trial version] Exercise 8
[Trial version] 4.2 Adding Interactivity and Undo
[Trial version] 4.2.1 Adding Interactivity to Drawing
[Trial version] 4.2.2 Implementing Undo
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ABC Amber CHM Converter Trial version, http://www.processtext.com/abcchm.html It's hard enough to build something once; how can we afford to build things more than once? 1. 2. How do we accumulate experience and get feedback from users in a way that yields useful guidance to further work? The key to answering the first question is to adopt a rapid prototyping approach. The idea is to implement enough of a design to allow testing, without committing the effort needed to create a complete product. For example, one might mock up the various displays seen by a user, without writing all of the code required to create them and navigate among them. Or, one might write code that works for just a single execution case, limiting the choices available to a user at any time. Once user feedback is obtained for the aspects of a system that have been prototyped, design choices for those aspects can be narrowed down, and other aspects can be prototyped and tested. The answer to the second question requires a body of knowledge and technique. Good user testing relies on some knowledge of human psychology— and on good techniques for eliciting, recording, and analyzing user feedback. This course provides you with three important tools of iterative, user-centered design: user interface programming in Visual Basic, heuristic evaluation of user interfaces based on accumulated design experience, and empirical think-aloud usability testing. Visual Basic Visual Basic is one of the most popular programming languages in use today, especially in the area of user interfaces. As you will see, it supports rapid prototyping of user interfaces, making it possible to test many aspects of a system's usability before its implementation is complete. Once you have learned to use Visual Basic, you will also be able to apply this approach to other languages and systems. Heuristic Evaluation Heuristic evaluation is a process that designers use to estimate the usability of their designs prior to submitting them to actual user testing. In this context, the word heuristic means a general principle or "rule of thumb" that usually leads to a good answer. In this course, you will learn a small set of heuristics that will help you to make good user-interface design decisions, and also learn how to apply them in your work. Think-Aloud Studies The think-aloud approach is a powerful method empirically evaluating the usability of a system. In this method, a user is presented with a system or prototype and asked to perform a task while "thinking aloud" the steps and decisions involved. The collection and analysis of think-aloud data requires a disciplined approach, which you will learn in this course. Used together, these three tools will help you to design usable and successful systems Page 4
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ABC Amber CHM Converter Trial version, http://www.processtext.com/abcchm.html Figure 1: Knurling provides affordance for gripping. Figure 2: Simulated knurling invites the user to "grip" with the mouse. Because most objects in a graphical user interface appear only as pictures on a screen, the physical affordances that they can offer are limited. However, by properly manipulating the visual appearances of objects, we can still make the purpose, state, and opportunities for action associated with objects apparent to the user. This provides what might be thought of as a virtual affordance. For example, while we cannot knurl objects on the screen, we can provide simulated knurling as illustrated in Figure 2. Here we see the "resize handle" in the corner of a window in the Microsoft Windows standard user interface. It appears to have raised ridges much like a knurled surface. As a result, it reminds us of the affordance for grip found in the physical world, and hence invites us to act using the graphical user interface analog of grip (pressing and holding the mouse button over the area, in preparation for dragging). Since the ridges are oriented diagonally, this in particular invites us to "grip" and drag towards the southeast— which is appropriate for resizing a window. Note that we don't have to understand what knurling is, or that it affords grip, in order for this appearance to be effective as an affordance for "grip" in the interface. It can be effective simply because it reminds us of our past experience with many real world objects. By manipulating the visual appearance of objects to provide proper affordances (or technically, to remind the user of affordances from their past experience, which typically has the same practical effect), we make the operation of interfaces more apparent, and we reduce the effort needed to learn them and perceive their important properties. As a general rule (which we will see later in the form of a usability heuristic) a good user interface design will provide some visual indication of (affordance for) the actions that the user can carry out with it. The important concept of feedback has a conceptually similar purpose. Feedback is the response by the system to the actions of the user. This often comes in the form of updated visual representations, but can also be provided in other modalities such as audio. If a system provides immediate feedback that clearly indicates the nature and consequences of their actions, it is much easier for users to evaluate whether those actions are having the desired effect. In the physical world, we normally get direct and strong feedback about the objects we manipulate in the form of vision, touch, and sound. In the virtual world, however, such strong and immediate feedback is often lacking because computational actions are Page 6
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ABC Amber CHM Converter Trial version, http://www.processtext.com/abcchm.html of the same program that use different windows) can have the illusion of directly drawing on their own display device. This makes drawing code easier to create and allows many independent programs (or parts of the same program) to share the limited resources of a single display device gracefully. Inputs in modern interactive systems are generally modeled as input event records (often just simply events). Such an event record is a record of some significant action. The most common events record changes in the state of input devices (resulting from user manipulation of the devices)— for example, pressing a keyboard key or moving the mouse. However, other kinds of event records are also possible, such as those recording the arrival of data on a network connection. Events may record information such as what happened, when it happened, the context of important input devices at the time of the event (for example, where the mouse was pointing when it happened, and the status of various modifier keys, such as SHIFT and CTRL). Finally, events record any data associated with the input (such as the character value associated with a key press event). Since it is possible for events to be generated by the user faster than the program can respond to them, event records are normally placed in a queue to ensure they are not lost. Programs operate by requesting the next event from the input queue, interpreting and processing that event, producing any new output that is needed as a result (for example, redrawing the screen), and then returning for the next event. If there are no events currently waiting in the input queue, the program normally simply waits for the next event to arrive. By modeling all "significant actions" of interest to an interactive program as events (even things such as interprocess communications and asynchronous file I/O), it is possible to support various forms of asynchronous input together using only the control flow outlined above. Controls, Model Objects, and Interpreting Events Given the basic event/redraw cycle described above, the central question becomes one of how to actually interpret and respond to incoming events, and how to structure the output creation process. While it is possible to write code that directly responds to events and directly draws as a result, most interactive programs written today (including the ones you will write in Visual Basic) make use of a toolkit to support these operations. A toolkit provides a much higher-level abstraction of the event/redraw cycle and automates a number of important steps. In particular, toolkits provide a reusable library of objects that can appear on the screen and be the target of user input. Examples of such objects include the buttons, sliders, text areas, icons, check boxes, and menus familiar to most users. These objects are sometimes called widgets, interactors, or interactive components. In Visual Basic and several other systems, these objects go by the name of controls. One of the major benefits of using a toolkit is that it provides a rich set of such controls and allows new types of controls to be created when necessary. This means that a programmer does not necessarily need to recreate, for example, a button control, and that all button controls the user sees will work in the same way. In direct manipulation terms, controls provide a presentation of the objects of interest to users. However, because controls come from a generic library, they do not generally support the detailed semantics of those objects. For example, in an interface to set the time, a text entry control can represent minutes. However, the standard text entry control does not have anything built into it that recognizes the fact than the minute value must be an integer between 0 and 59. In addition, it is often the case that one object of interest is represented to the user by several different controls. For example, when providing an interface to minutes, it might be convenient to provide both a text entry control and a set of arrows (what we will later see is an "up-down" control) to increment or decrement the value as shown in Figure 3. Page 8
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