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Designing the User Interface Strategies for Effective Human-Computer action 1998 639 pages Complementary Texts Keywords Copyright © 2000-2008 Isabel Pedersen |
User interface design for computer software is truly a collaborative process. Shneiderman’s claim that his book is a resource for psychologists, computer scientists, library and information scientists, technologists, technical writers, ergonomists, graphics designers and those involved in communications studies is valid. The user interface is the meeting between individual and machine; no matter how intelligent or knowledgeable the human or how powerful and capable the computer, without the interface, computing is not possible. Shneiderman gives a thorough explanation of how to design and structure interface while juggling issues of usability, aesthetics, appropriateness, and functionality. He begins with an analysis of the goals and motivations of those who create and use software. This audience analysis serves to ground the entire book in the realm of everyday practice so that when he moves to theory, the reader knows that it will always lead to practical application. Shneiderman defines specific elements of interface, like menus, check boxes, drop-down lists and isolates when each is relevant to a particular software situation. He intermingles theory and gives the user optional choices for particular situations. The text also examines hardware (keyboards, mice, drawing tools, and other pointing devices) and how they work with the software interface. Hardware is really a limit on software and one must consider it when designing the interface in the same way that certain materials affect the architect’s design for a building. Shneiderman devotes a chapter to Web interface specifically, which reveals that he categorizes Web interface as a unique subgrouping of user interface in general. Specific chapters offered some very useful vocabulary for grammar building. For example: · User analysis – 68-69 -- Shneiderman gives a thorough break down of Novice, Knowledgeable Intermittent and Expert users that he constantly refers back to throughout. · Agent Vs User-centered design – 83-89 – He debates the issues involved with interface that put control in the hands of the software (more automation) or in the hands of the user (used-controlled). · Design processes – He outlines several strategies of design processes and product development that act as heuristics to follow through during actual design processes. · Usability Testing – He discusses the nature of expert review, usability testing, surveys, and experiments. · Direct Manipulation – 205 -- He defines the principles of Direct manipulation as (1) Continuous representation of objects and actions of interest with meaningful visual metaphors. (2) Physical actions (button presses) instead of syntax (typing words, command lines, strings of characters). (3) Reversal options that are visibly obvious. (4) Immediate visibility of actions · Computer-supported Co-operative work – 481—He analyzing the situation of designing for users who are not in the same time and space as each other. This is a complex problem that grows with the decentralized ways that we compute. This work is comprised of 16 chapters and an Afterword. It is really a book of reference because it describes how to design interface from scratch. It gives enough background information that it fulfills this function. Overall, the book provides a thorough examination of why
and when a designer should select a particular interface strategy over
another. It is an excellent reference for those who want to design usable,
functioning and attractive software. |