Friday, April 12, 2013

Chapter 26: Designing for Different Needs


In this last section of the book, the spotlight is given to command vectors and working sets. The two give users some authority as to what commands he or she wants inputed, and what efficiency settings are prefered. Working sets can help make a system more efficient by understanding keyboard short cuts.



1) How many short cuts aside from ones for copy and paste are used universally in all software, and when will there be excessive number of short cuts to remember?

Chapter 25: Errors, Alerts, and Confirmation

One of the most irritating events one can experience using an interface are pop up error messages. Sometimes an error message such as "fasdf;alekjf" shows up, but serve no clear information to the intermediate and beginner users to know what exactly went wrong. Error messages can interfere with a users flow state, as they may show up while a program crashes, or because of network issues.

Chapter 24: Dialogs

In this chapter, we go in depth into how dialogs affect interaction design. Dialog boxes can be misused in a way that lowers proper interaction with the interface. For example, if the user is guided through a series of these, their overall efficiency for completing their wants is the decreased and can distress or make them forget their original task.
But dialog boxes can be used correctly as the chapter goes through the different purposes for them: property, function, process, and bulletin. Property dialog boxes allow for changes to the functions of the chosen object. Function dialog boxes control a single function and are available through menus. Process dialog boxes are called by the application and gives a status update on what is happening. Bulletin dialog boxes are unrequested artifacts called by the application as well. As long as users have meaningful interactions with these dialog boxes, they will get a better overall satisfaction with using them.

Chapter 22: Menus


The evolution of menus and its command functions are discussed in this chapter. It explores the functions of each tab in the menu bar such as file, help and edit in standard designs. Menu idioms are addressed to show how modern menu styles and interactions have changed through time.
I think the design and implementation of menus in interfaces are important. However, many interfaces like windows 8 are starting to take away menu bars, and designs are seemingly trying to transition away from it.

1) Will interfaes be voice controlled in the future if menu bars will become obsolete?

Chapter 21: Controls



In this chapter, controls, self-contained screen objects to which users interact with digital products, are explored in their functionality. These essential elements for a graphical user interface are also called widgets, gadgets, and gizmos. They are able to start functions, select options, accept input, and show different capabilities. As with other elements to a good user interface, they must be used effectively to improve the overall experience of the user.

Chapter 19: Point, Selecting, and Direct Manipulation



This chapter talks about pointing devices such as the mouse, the actions associated with it. It then goes into the technical aspects of how mouses are built.

Chapter 14: Visual Interface Design



talks about how simplicity does not imply rigidity.

Intuition (comes from different expereicnes, builds embodied schema” all doors have knobs kinda thing) --> no thinking really needed, learned, pre concious understanding, works by inference
- induction(specific expereiences > general ?) & deduction (general to specific then making a claim)

elegance and fit
- little material as possible
- everthing works together
-suppots contextual thinking and feeling

-economy of form
- maximum utility w/minimum of form?
good design for human goals not official goal