HUMAN-COMPUTER INTERACTION
SECOND EDITION
Other popular graphical user interface (GUI) systems have published guidelines which describe how to adhere to abstract principles for usability in the narrower
We discussed menus in Chapter 3 as one of the major elements of the WIMP interface. As one example of a guideline for the design of menus, the OPEN LOOK style guide suggests the following for grouping items in the same menu:
The ultimate test of a product's usability is based on measurements of users' experience with it. Therefore, since a user's direct experience with an interactive system is at the physical interface, focus on the actual user interface is understandable. The danger with this limited focus is that much of the work that is accomplished in interaction involves more than just the surface features of the systems used to perform that work. In reality, the whole functional architecture of the system and the cognitive capacity of the users should be observed in order to arrive at meaningful measures. But it is not at all simple to derive measurements of activity beyond the physical actions in the world, and so usability engineering is limited in its application.
Probably the simplest notion of a prototype is the storyboard, which is a graphical depiction of the outward appearance of the intended system, without any accompanying system functionality. Storyboards do not require much in terms of computing power to construct; in fact, they can be mocked up without the aid of any computing resource. The origins of storyboards are in the film industry, where a series of panels roughly depicts snapshots from an intended film sequence in order to get the idea across about the eventual scene. Similarly, for interactive system design, the storyboards provide snapshots of the interface at particular points in the interaction. Evaluating customer or user impressions of the storyboards can determine relatively quickly if the design is heading in the right direction.
Though not usually considered together with such simulation environments as HyperCard, a user interface management system -- or UIMS (pronounced 'YOU-imz') -- can be understood as providing such high-level programming support. The frequent conceptual model put forth for interactive system design is to separate the application functionality from its presentation. It is then possible to program the underlying functionality of the system and to program the behaviour of the user interface separately. The job of a UIMS, then, is to allow the programmer to connect the behaviour at the interface with the underlying functionality. In Chapter 10 we will discuss in more detail the advantages and disadvantages of such a conceptual model and concentrate on the programming implementation support provided by a UIMS. Of interest here is that the separation implied by a UIMS allows the independent development of the features of the interface apart from the underlying functionality. If the underlying system is already developed, then various prototypes of its interface can be quickly constructed and evaluated to determine the optimal one.
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